UODemo Wiki
uo98_uodemo
http://uodemo.uo98.org/index.php?title=Main_Page
MediaWiki 1.28.0-alpha
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Main Page
0
1
1
2009-05-20T19:54:23Z
MediaWiki default
0
wikitext
text/x-wiki
<big>'''MediaWiki has been successfully installed.'''</big>
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
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1
2009-05-21T03:36:07Z
Derrick
2
wikitext
text/x-wiki
<big>'''MediaWiki has been successfully installed.'''</big>
== [[Special:AllPages]] ==
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5
2009-05-21T10:11:00Z
Batlin
3
/* Special:AllPages */
wikitext
text/x-wiki
<big>'''MediaWiki has been successfully installed.'''</big>
'''Welcome the UO Demo Wiki.'''
== [[Special:AllPages]] ==
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8
2009-05-21T10:14:27Z
Batlin
3
wikitext
text/x-wiki
<big>'''Welcome the UO Demo Wiki.'''</big>
== [[Special:AllPages]] ==
10
9
2009-05-21T10:19:39Z
Batlin
3
wikitext
text/x-wiki
<big>'''Welcome the UO Demo Wiki.'''</big>
[[rundir]]
== [[Special:AllPages]] ==
15
10
2009-05-21T11:14:19Z
81.83.65.57
0
wikitext
text/x-wiki
<big>'''Welcome the UO Demo Wiki.'''</big>
After installing UO Demo you see two files : uodemo.exe and uodemo.dat.
uodemo.exe is the executable, it's contains authentic server code and a full client.
uodemo.dat is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys the decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[rundir]].
== [[Special:AllPages]] ==
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15
2009-05-21T20:24:59Z
Batlin
3
wikitext
text/x-wiki
<big>'''Welcome the UO Demo Wiki.'''</big>
After installing UO Demo you see two files : uodemo.exe and uodemo.dat.
uodemo.exe is the executable, it's contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys the decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
== [[Special:AllPages]] ==
30
16
2009-05-22T11:56:56Z
Batlin
3
wikitext
text/x-wiki
<big>'''Welcome the UO Demo Wiki.'''</big>
After installing UO Demo you see two files : uodemo.exe and uodemo.dat.
uodemo.exe is the executable, it's contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
== [[Special:AllPages]] ==
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30
2009-05-22T12:00:42Z
Batlin
3
wikitext
text/x-wiki
<big>'''Welcome the UO Demo Wiki.'''</big>
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it's contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
== [[Special:AllPages]] ==
Dynamic0.mul
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2
2
2009-05-20T22:35:37Z
Derrick
2
Basic description
wikitext
text/x-wiki
Found in ../[[.rundir]]/[[uogolddemo]]
This is the world save data file. The associated file [[dynidx0.mul]] is it's index.
This file is structured as a nested object list.
Each top level entity in the file begins with ''@=<type>'' and ends with ''@end''
Identified types (and guesses):
P=Player
E=Environment Var?
N=NPC/Creature
W=Wearable
D=Dynamic Item??: (Book,Board,Ingot,Small Fish,Rope)
C=Container
P Format:
@=P
<propery>=<value>
...
@=[D|C|E]
<propery>=<value>
...
@end
3
2
2009-05-20T22:36:17Z
Derrick
2
wikitext
text/x-wiki
Found in ../[[.rundir]]/[[uogolddemo]]
This is the world save data file. The associated file [[dynidx0.mul]] is it's index.
This file is structured as a nested object list.
Each top level entity in the file begins with ''@=<type>'' and ends with ''@end''
Nested Entities do not require @end
Identified types (and guesses):
P=Player
E=Environment Var?
N=NPC/Creature
W=Wearable
D=Dynamic Item??: (Book,Board,Ingot,Small Fish,Rope)
C=Container
P Format:
@=P
<propery>=<value>
...
@=[D|C|E]
<propery>=<value>
...
@end
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3
2009-05-22T02:37:59Z
Derrick
2
wikitext
text/x-wiki
Found in ../[[.rundir]]/[[uogolddemo]]
This is the world save data file. The associated file [[dynidx0.mul]] is it's index.
This file is structured as a nested object list.
Each top level entity in the file begins with ''@=<type>'' and ends with ''@end''
Nested Entities do not require @end
Identified types (and guesses):
P=Player
E=Environment Var?
N=NPC/Creature
S=Shopkeeper
W=Wearable
D=Dynamic Item??: (Book,Board,Ingot,Small Fish,Rope)
C=Container
P Format:
@=P
<propery>=<value>
...
@=[D|C|E]
<propery>=<value>
...
@end
Dynidx0.mul
0
3
4
2009-05-21T03:34:00Z
Derrick
2
preliminary and very poorly formated description of the file
wikitext
text/x-wiki
This is an index into the root objects of dynamic0.mul
Root objects are those that begin with ''@=<value>'' and end with ''end''
Sub objects of each root entity are not indexed
the index format (appears to be):
int32 position
int32 length
repeating for each object
7
4
2009-05-21T03:55:35Z
Derrick
2
wikitext
text/x-wiki
This is an index into the root objects of dynamic0.mul
Root objects are those that begin with ''@=<value>'' and end with ''end''
Sub objects of each root entity are not indexed
the index format (appears to be):
int32 position
int32 length
int32 unknown (always 0x0000)
repeating for each object
Help:Contents
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4
6
2009-05-21T03:37:38Z
Derrick
2
Created page with 'Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software. == Getting started == * [http://www.mediawiki.org/wiki/Manual...'
wikitext
text/x-wiki
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
== Getting started ==
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
Rundir
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5
11
2009-05-21T10:26:20Z
Batlin
3
Created page with 'All the files inside the UODEMO.DAT file begin with "..\.rundir". This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, uogolddemo, weapons...'
wikitext
text/x-wiki
All the files inside the UODEMO.DAT file begin with "..\.rundir".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, uogolddemo, weapons.
NOTE: The "uogolddemo" subdirectory can be changed by setting an environment variable [[SERVERNAME]].
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11
2009-05-21T10:32:00Z
Batlin
3
wikitext
text/x-wiki
All the files inside the UODEMO.DAT file begin with "..\.rundir".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, uogolddemo, weapons.
NOTE: The "uogolddemo" subdirectory can be changed by setting an environment variable [[SERVERNAME]].
uogolddemo contains 6 files : [[dynamic0.mul]], [[dynidx0.mul]], regions.mul, resbank.mul, resregions.txt, server.txt, staidx0.mul, statics0.mul.
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2009-05-21T10:32:55Z
Batlin
3
wikitext
text/x-wiki
All the files inside the UODEMO.DAT file begin with "..\.rundir".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, uogolddemo, weapons.
NOTE: The "uogolddemo" subdirectory can be changed by setting an environment variable [[SERVERNAME]].
uogolddemo contains 8 files : [[dynamic0.mul]], [[dynidx0.mul]], regions.mul, resbank.mul, resregions.txt, server.txt, staidx0.mul, statics0.mul.
17
14
2009-05-21T20:25:25Z
Batlin
3
Replaced content with 'Contents moved to [[.rundir]]'
wikitext
text/x-wiki
Contents moved to [[.rundir]]
SERVERNAME
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6
12
2009-05-21T10:28:49Z
Batlin
3
Created page with 'SERVERNAME is a environment variable you can set to have the uodemo operate on a subdirectory other than the default "uogolddemo". However, doing this on the default uodemo will...'
wikitext
text/x-wiki
SERVERNAME is a environment variable you can set to have the uodemo operate on a subdirectory other than the default "uogolddemo". However, doing this on the default uodemo will actually make the demo stop because it cannot find that directory inside UODEMO.DAT.
To make this work, UODEMO.DAT needs to be edited to include the new server directory.
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12
2009-05-21T20:34:18Z
Batlin
3
wikitext
text/x-wiki
'''SERVERNAME''' is a environment variable you can set to have the UO Gold Demo operate on a subdirectory other than the default "[[uogolddemo]]". However, doing this on the default [[uodemo.exe]] will actually make the demo stop because it cannot find that directory inside [[UODEMO.DAT]].
To make this work, [[UODEMO.DAT]] needs to be edited to include the new server directory.
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21
2009-05-26T09:30:57Z
Batlin
3
wikitext
text/x-wiki
'''SERVERNAME''' is a environment variable you can set to have the UO Gold Demo operate on a subdirectory other than the default "[[uogolddemo]]". However, doing this on the default [[uodemo.exe]] will actually make the demo stop because it cannot find that directory inside [[uodemo.dat]].
To make this work, [[uodemo.dat]] needs to be edited to include the new server directory.
.rundir
0
7
18
2009-05-21T20:25:35Z
Batlin
3
Created page with 'All the files inside the UODEMO.DAT file begin with "..\.rundir". This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, uogolddemo, weapons...'
wikitext
text/x-wiki
All the files inside the UODEMO.DAT file begin with "..\.rundir".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, uogolddemo, weapons.
NOTE: The "uogolddemo" subdirectory can be changed by setting an environment variable [[SERVERNAME]].
uogolddemo contains 8 files : [[dynamic0.mul]], [[dynidx0.mul]], regions.mul, resbank.mul, resregions.txt, server.txt, staidx0.mul, statics0.mul.
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2009-05-21T20:31:13Z
Batlin
3
wikitext
text/x-wiki
All the files inside the UODEMO.DAT file begin with "..\'''.rundir'''".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, [[uogolddemo]], weapons.
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2009-05-22T08:50:12Z
81.83.65.57
0
wikitext
text/x-wiki
All the files inside the [[UODEMO.DAT]] file begin with "..\'''.rundir'''".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, [[uogolddemo]], weapons.
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2009-05-22T08:50:51Z
81.83.65.57
0
wikitext
text/x-wiki
All the files inside the [[uodemo.dat]] file begin with "..\'''.rundir'''".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, scripts, [[uogolddemo]], weapons.
42
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2009-05-26T09:52:23Z
Batlin
3
wikitext
text/x-wiki
All the files inside the [[uodemo.dat]] file begin with "..\'''.rundir'''".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, [[scripts]], [[uogolddemo]], weapons.
Uogolddemo
0
8
20
2009-05-21T20:32:40Z
Batlin
3
Created page with 'The '''uogolddemo''' directory contains 8 files : [[dynamic0.mul]], [[dynidx0.mul]], regions.mul, resbank.mul, resregions.txt, server.txt, staidx0.mul, statics0.mul. NOTE: The "...'
wikitext
text/x-wiki
The '''uogolddemo''' directory contains 8 files : [[dynamic0.mul]], [[dynidx0.mul]], regions.mul, resbank.mul, resregions.txt, server.txt, staidx0.mul, statics0.mul.
NOTE: The "'''uogolddemo'''" directory can be changed by setting an environment variable [[SERVERNAME]].
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2009-05-22T12:10:13Z
Batlin
3
wikitext
text/x-wiki
The '''uogolddemo''' directory contains 8 files : [[dynamic0.mul]], [[dynidx0.mul]], regions.mul, resbank.mul, resregions.txt, [[server.txt]], staidx0.mul, statics0.mul.
NOTE: The "'''uogolddemo'''" directory can be changed by setting an environment variable [[SERVERNAME]].
Uodemo.dat
0
9
22
2009-05-21T20:48:26Z
Batlin
3
Created page with 'This is an custom made archive file for the Ultima Online Gold Demo. It consists if minimum 1 header and can contain up to 3000 files. If the filename in the header is equal to ...'
wikitext
text/x-wiki
This is an custom made archive file for the Ultima Online Gold Demo.
It consists if minimum 1 header and can contain up to 3000 files.
If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the end of the header area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encryptedsize will be atleast be 4 bytes (size of one int32).
23
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2009-05-21T20:53:37Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
It consists if minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code.
If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached.
The file is encrypted using the GOST block cipher.
Each header is encrypted seperatly, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire arhive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the end of the header area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encryptedsize will be atleast be 4 bytes (size of one int32).
24
23
2009-05-21T20:57:27Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
It consists if minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code.
If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached.
The file is encrypted using the GOST block cipher.
Each header is encrypted seperatly, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire arhive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the end of the header area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encryptedsize will be atleast be 4 bytes (size of one int32).
28
24
2009-05-22T08:52:19Z
81.83.65.57
0
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynanamic in size)
It consists if minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code.
If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached.
The file is encrypted using the GOST block cipher.
Each header is encrypted seperatly, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire arhive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the end of the header area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encryptedsize will be atleast be 4 bytes (size of one int32).
29
28
2009-05-22T08:54:12Z
81.83.65.57
0
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynanamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted seperatly, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire arhive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encryptedsize will be atleast be 4 bytes (size of one int32).
31
29
2009-05-22T11:58:02Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted seperatly, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire arhive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encryptedsize will be atleast be 4 bytes (size of one int32).
32
31
2009-05-22T11:58:52Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted seperatly, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire archive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encrypted size will be atleast be 4 bytes (size of one int32).
33
32
2009-05-22T11:59:30Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted separately, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire archive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encrypted size will be atleast be 4 bytes (size of one int32).
39
33
2009-05-26T07:54:49Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted separately, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire archive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encrypted size will be atleast be 4 bytes (size of one int32).
There are programs out there to extract the files from this DAT file.
DemoDat v0.34 [http://web.archive.org/web/19990127212423/uox.stratics.com/files.html]
Ultima Online uodemo.dat extractor 0.1b [[http://aluigi.altervista.org/papers.htm#others-file]]
The DemoDat utility can nowhere be found on the internet, if you have this utility let us know.
40
39
2009-05-26T07:56:24Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted separately, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire archive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadyonly; // 0 = writeable, <> = read-only
int32 encryptedsize; // encrypted filesize (not the actual filesize)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual filesize can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encrypted size will be atleast be 4 bytes (size of one int32).
There are programs out there to extract the files from this DAT file.
DemoDat v0.34 [http://web.archive.org/web/19990127212423/uox.stratics.com/files.html]
Ultima Online uodemo.dat extractor 0.1b [http://aluigi.altervista.org/papers.htm#others-file]
The DemoDat utility can nowhere be found on the internet, if you have this utility let us know.
While it is technically possible to replace and add files in this archive file, no one has officially done the effort to do so.
47
40
2009-06-08T09:28:26Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted separately, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire archive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadonly; // 0: writeable, <>0: read-only
int32 encryptedsize; // encrypted file size (not the actual file size)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual file size can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encrypted size will be atleast be 4 bytes (size of one int32).
Also note that it's recommended (but not required) for the encrypted file size to be a multiple of 8 due to how the GOST cipher works.
There are programs out there to extract the files from this DAT file.
DemoDat v0.34 [http://web.archive.org/web/19990127212423/uox.stratics.com/files.html]
Ultima Online uodemo.dat extractor 0.1b [http://aluigi.altervista.org/papers.htm#others-file]
The DemoDat utility can nowhere be found on the internet, if you have this utility let us know.
While it is technically possible to replace and add files in this archive file, no one has officially done the effort to do so.
48
47
2009-06-08T09:29:38Z
Batlin
3
wikitext
text/x-wiki
This is a custom made archive file for the Ultima Online Gold Demo. To learn about the contents of this file please go to the [[.rundir]] section.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted separately, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire archive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadonly; // 0: writeable, <>0: read-only
int32 encryptedsize; // encrypted file size (not the actual file size)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual file size can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encrypted size will be atleast be 4 bytes (size of one int32).
Also note that it's recommended (but not required) for the encrypted file size to be a multiple of 8 due to how the GOST cipher works.
There are programs out there to extract the files from this DAT file.
DemoDat v0.34 [http://web.archive.org/web/19990127212423/uox.stratics.com/files.html]
Ultima Online uodemo.dat extractor 0.1b [http://aluigi.altervista.org/papers.htm#others-file]
The DemoDat utility can nowhere be found on the internet, if you have this utility let us know.
While it is technically possible to replace and add files in this archive file, no one has officially done the effort to do so.
Uodemo.exe
0
10
35
2009-05-22T12:07:37Z
Batlin
3
Created page with 'This is the Win32 executable for the Ultima Ultima Gold Demo. It comes with an installer on the Ultima Online Gold CD, the demo requires that the client is installed becauses it...'
wikitext
text/x-wiki
This is the Win32 executable for the Ultima Ultima Gold Demo. It comes with an installer on the Ultima Online Gold CD, the demo requires that the client is installed becauses it uses the graphics and sounds from the client installation.
The version on the CD is 1.09. If there are other version of uodemo.exe out there, we would like to know.
It's been proven that the uodemo contains a full server and a full client. The client and server communicate with each other with the same protocol as the regular client and official OSI servers did back in the days. Unlike the official protocol the packets are send unencrypted. Also note that these packets are not send through sockets but by the simple means of a linked list in memory.
Server.txt
0
11
37
2009-05-22T12:23:19Z
Batlin
3
Created page with ''''Server.txt''' is an important file and resides in the [[uogolddemo]] directory. It's the very first file the demo open and parses. It is a text file and each line should hav...'
wikitext
text/x-wiki
'''Server.txt''' is an important file and resides in the [[uogolddemo]] directory. It's the very first file the demo open and parses.
It is a text file and each line should have the following structure :
<VARIABLE VALUE>
This is a list of supported string variables : name.
This is a list of supported integer variables : id, port, width, height, x, y, startx, starty, spawnclient.
This is a list of supported R/W variables : statics, terrain, art, tiledata, hues, animdata, resources, templates
R/W variables are checked to be either "w" or "W", any other value defaults to non-W, this most probably indicates they allow for enabling of disabling the writing of certain data.
The value of some variables seem to be unused and they could be indication of how the official OSI server worked internally, for example : name, id and port.
The variable "spawnclient" is mysterious one, if this variable is not in '''server.txt''' it will default to value "1". If its value is non-zero, then the uodemo will create a thread to run the client in. If its value is zero the server code keeps running but this has no effect at all since the actual client is not running. In this case the only way to terminate the uodemo is by closing it with the Windows Task Manager [http://en.wikipedia.org/wiki/Windows_Task_Manager]. This variable was probably used by OSI during the development of the UO Gold Demo.
38
37
2009-05-22T12:35:37Z
Batlin
3
wikitext
text/x-wiki
'''Server.txt''' is an important file and resides in the [[uogolddemo]] directory. It's the very first file the demo open and parses.
It is a text file and each line should have the following structure :
<VARIABLE VALUE>.
This is a list of supported ''string'' variables : '''name'''.<br>
This is a list of supported ''integer'' variables : '''id''', '''port''', '''width''', '''height''', '''x''', '''y''', '''startx''', '''starty''', '''spawnclient'''.<br>
This is a list of supported ''R/W'' variables : '''animdata''', '''art''', '''hues''', '''statics''', '''templates''', '''terrain''', '''resources''', '''tiledata'''
R/W variables are checked to be either "w" or "W", any other value defaults to non-W, this most probably indicates they allow for enabling of disabling the writing of certain data.
Some variables seem to be unsued in the demo and they could be indication of how the official OSI server worked internally, for example : name, id and port.
The variable "spawnclient" is mysterious one, if this variable is not in '''server.txt''' it will default to value "1". If its value is non-zero, then the uodemo will create a thread to run the client in. If its value is zero the server code keeps running but this has no effect at all since the actual client is not running. In this case the only way to terminate the uodemo is by closing it with the Windows Task Manager [http://en.wikipedia.org/wiki/Windows_Task_Manager]. This variable was probably used by OSI during the development of the UO Gold Demo.
Scripts
0
12
43
2009-05-26T09:59:30Z
Batlin
3
Created page with 'The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named sdb.txt. Th...'
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named sdb.txt.
The .m files are not encrypted but they do contain a sort of obfusicated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]]. How the original scripts looked like is unknown but similar output can be re-generated by walking through the tokens created by the parser inside [[uodemo.exe]].
44
43
2009-05-29T12:11:05Z
Batlin
3
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
The .m files are not encrypted but they do contain a sort of obfusicated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]]. How the original scripts looked like is unknown but similar output can be re-generated by walking through the tokens created by the parser inside [[uodemo.exe]].
49
44
2009-06-08T10:34:47Z
Batlin
3
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
The .m files are not encrypted but they do contain a sort of obfusicated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfusicated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfusicated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfusication works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfusicated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F
50
49
2009-06-08T10:35:06Z
Batlin
3
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
The .m files are not encrypted but they do contain a sort of obfusicated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfusicated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfusicated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfusication works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfusicated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
Sdb.txt
0
13
45
2009-05-29T12:19:56Z
Batlin
3
Created page with ''''sdb.txt''' is a file found in the [[scripts]] directory. SDB most probably stands for String DataBase. It's a text file containing strings in sequential order. The index nu...'
wikitext
text/x-wiki
'''sdb.txt''' is a file found in the [[scripts]] directory.
SDB most probably stands for String DataBase.
It's a text file containing strings in sequential order. The index number for each string entry is therefor the line number starting from 0.
It is not possible to insert or delete strings without having to modify each string reference inside the script files. Adding or replacing string is possible by the simple means of a text editor like Windows Notepad.
Two sort of strings exist, a quoted string and a non-quoted string. Quoted strings normally begin and end with a " character. Please note this character can be replaced with random characters because the fact that a string is quoted or non-quoted is solely determined by the script files and not by the string database!
46
45
2009-05-29T12:22:32Z
Batlin
3
wikitext
text/x-wiki
'''sdb.txt''' is a file found in the [[scripts]] directory.
SDB most probably stands for String DataBase.
It's a text file containing strings in sequential order. The index number for each string entry is therefor the line number starting from 0.
It is not possible to insert or delete strings without having to modify each string reference inside the script files. Adding or replacing strings is possible by the simple means of a text editor like Windows Notepad.
Two sort of strings exist, a quoted string and a non-quoted string. Quoted strings normally begin and end with a " character. Please note this character can be replaced with random characters because the fact that a string is quoted or non-quoted is solely determined by the script files and not by the string database!
Scripts
0
12
51
50
2009-06-09T08:32:55Z
Batlin
3
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
The .m files are not encrypted but they do contain a sort of obfuscated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfuscated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfuscated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfuscation works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfuscated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
52
51
2009-06-09T09:04:27Z
Batlin
3
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
The .m files are not encrypted but they do contain a sort of obfuscated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfuscated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfuscated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfuscation works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfuscated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
----
'''This is a list of supported tokens:'''<br>
0x390C, 0x0F3E, 0x0199, 0x0124, 0x305E -> 0x02 -> (<br>
0x39B3, 0x2D12, 0x26A6, 0x5D03, 0x1238 -> 0x03 -> )<br>
0x3B25, 0x1E1F, 0x1AD4, 0x7F96, 0x7FF5 -> 0x04 -> ,<br>
0x0732, 0x0120, 0x5CFD, 0x3E12, 0x3BF6 -> 0x06 -> ;<br>
0x3A9E, 0x0DDC, 0x5E14, 0x2E40, 0x1CD0 -> 0x07 -> {<br>
0x7EB7, 0x6032, 0x2C3B, 0x15A1, 0x3EF6 -> 0x08 -> }<br>
0x409D, 0x12E1, 0x121F, 0x26CA, 0x3699 -> 0x09 -> [ <br>
0x0902, 0x7BB9, 0x139D, 0x187E, 0x16C5 -> 0x0A -> ]<br>
0x3CD5, 0x13E9, 0x4080, 0x5DB2, 0x33EA -> 0x0B -> ! (not)<br>
0x23C9, 0x60BF, 0x3CD6, 0x0FBF, 0x2F14 -> 0x0C -> + (add)<br>
0x047E, 0x368E, 0x2FFF, 0x288F, 0x7DD1 -> 0x0D -> - (substract)<br>
0x261E, 0x5E9D, 0x1916, 0x32E6, 0x401D -> 0x0E -> * (multiply)<br>
0x0384, 0x18D7, 0x0FC9, 0x0E12, 0x2833 -> 0x0F -> / (divide)<br>
0x249E, 0x2B0C, 0x11F4, 0x5DD5, 0x127E -> 0x10 -> % (modula)<br>
0x0135, 0x07CF, 0x1AF4, 0x0ECC, 0x01D3 -> 0x11 -> == (equal to)<br>
0x0E90, 0x3A2D, 0x37E6, 0x19D9, 0x252A -> 0x12 -> != (not equal to)<br>
0x37E5, 0x1DC0, 0x1481, 0x4087, 0x2B01 -> 0x13 -> < (lower then)<br>
0x16D4, 0x3A8D, 0x7FBE, 0x0C7B, 0x0C15 -> 0x14 -> > (higher then)<br>
0x3807, 0x0633, 0x251F, 0x1D18, 0x3492 -> 0x15 -> <= (lower then or equal to)<br>
0x19DA, 0x39CE, 0x3BB1, 0x3004, 0x1796 -> 0x16 -> >= (higher then or equal to)<br>
0x1F16, 0x182F, 0x2CF7, 0x5ED0, 0x1316 -> 0x17 -> = (assign)<br>
0x5D24, 0x0588, 0x7CFE, 0x2725, 0x0DE5 -> 0x18 -> && (logical and)<br>
0x13D3, 0x29D8, 0x0A28, 0x09CE, 0x3960 -> 0x19 -> || (logical or)<br>
0x5CCD, 0x0940, 0x293B, 0x40A5, 0x1D11 -> 0x1B -> ++ (increment)<br>
0x2528, 0x0EA9, 0x3F0B, 0x3087, 0x3F97 -> 0x1C -> -- (decrement)<br>
0x30F1, 0x3295, 0x01C1, 0x0CE1, 0x3EE9 -> 0x1D -> int (integer)<br>
0x3F9A, 0x30A7, 0x2DB5, 0x169A, 0x2FE7 -> 0x1E -> str (string)<br>
0x10D9, 0x0390, 0x2A38, 0x0728, 0x5C5E -> 0x1F -> ust (?)<br>
0x01E1, 0x1030, 0x1BD9, 0x159F, 0x2BA5 -> 0x20 -> loc (location (x, y, z))<br>
0x28E2, 0x2F0C, 0x1289, 0x3382, 0x36C2 -> 0x21 -> obj (object)<br>
0x26B1, 0x1CDF, 0x27DA, 0x0E29, 0x113E -> 0x22 -> lis (list)<br>
0x2E39, 0x1D3F, 0x1D5E, 0x1FF1, 0x7E0E -> 0x23 -> voi (void)<br>
0x12C2, 0x1003, 0x0607, 0x0784, 0x2B0F -> 0x25 -> if<br>
0x3305, 0x32E7, 0x212C, 0x018E, 0x3308 -> 0x26 -> else<br>
0x3106, 0x018C, 0x357E, 0x0A87, 0x5D2B -> 0x28 -> while<br>
0x7DAA, 0x2F0B, 0x1BFC, 0x13F5, 0x1ECA -> 0x2A -> for<br>
0x017B, 0x6014, 0x0E99, 0x33CD, 0x27D3 -> 0x2C -> continue<br>
0x7F0D, 0x04F0, 0x183A, 0x1FB4, 0x13A6 -> 0x2D -> break<br>
0x04B0, 0x1927, 0x08FF, 0x31D8, 0x0914 -> 0x2F -> switch<br>
0x3223, 0x17B8, 0x3895, 0x248D, 0x342D -> 0x31 -> case<br>
0x5D3D, 0x3260, 0x32DE, 0x2780, 0x31AD -> 0x32 -> default<br>
0x5DE9, 0x5EA5, 0x11D5, 0x199F, 0x2F15 -> 0x33 -> return<br>
0x0E01, 0x19FE, 0x3821, 0x0B93, 0x0A2F -> 0x34 -> "defines a function without declaring the implementation!"<br>
0x09B3, 0x038F, 0x328A, 0x08AF, 0x5CCA -> 0x35 -> "implement an event"<br>
0x0C95, 0x7CBE, 0x7C27, 0x5D2A, 0x2FA1 -> 0x36 -> "declare a variable"<br>
0x31BE, 0x15B4, 0x07C9, 0x27C0, 0x1B32 -> 0x37 -> "include another script" (see NOTE)<br>
0x2934, 0x3E09, 0x012C, 0x2CC6, 0x7FA6 -> 0x38 -> "defines a function without declaring the implementation!"<br>
0x5D17, 0x0A1D, 0x3B29, 0x2BFA, 0x2BB8 -> 0x3A -> quoted-string<br>
0x17BD, 0x21EB, 0x2015, 0x5DB8, 0x15E1 -> 0x3C -> constant byte<br>
0x5B60, 0x3D8F, 0x0FF4, 0x275B, 0x3C8A -> 0x3D -> constant word<br>
0x188F, 0x5D27, 0x7F5C, 0x01F7, 0x093B -> 0x3E -> constant dword<br>
0x3510, 0x0B9B, 0x06E9, 0x3B9E, 0x0B31 -> 0x41 -> string<br>
NOTE: if you include a script it must the very first statement and you can only include one script per script!
'''This is a list of supported but unused tokens:'''<br>
0x263D, 0x3B97, 0x4027, 0x138A, 0x282D -> 0x1A -> ^ (xor)<br>
NOTE: this means you could create a script that supports XOR (none of the OSI scripts do this)
'''This is a list of defined but unsupported tokens:'''<br>
0x1EDC, 0x20A8, 0x37BE, 0x01EB, 0x123B -> 0x27 -> ENDIF<br>
0x03FA, 0x0AF0, 0x0786, 0x2332, 0x1295 -> 0x29 -> ENDWHILE<br>
0x0D9F, 0x388A, 0x15FD, 0x7CB8, 0x1AF6 -> 0x2B -> ENDFOR<br>
0x190B, 0x3605, 0x20AD, 0x32CF, 0x2CD5 -> 0x2E -> GOTO (it's unclear how this statement works!)<br>
0x13F4, 0x3A27, 0x387C, 0x32C1, 0x198C -> 0x30 -> ENDSWITCH<br>
NOTE: the ENDxxx statements are only used internally and are added by the parser where needed
'''This is a list of obfuscated but unsupported tokens:'''<br>
0x0BB3, 0x2EA6, 0x12DB, 0x153C, 0x7E87 -> 0x01<br>
0x323B, 0x260D, 0x030A, 0x301C, 0x0BDB -> 0x05<br>
0x06E3, 0x36A1, 0x0C1E, 0x2120, 0x1DCB -> 0x24<br>
0x06D8, 0x3181, 0x2738, 0x3212, 0x03F9 -> 0x39<br>
0x1DB5, 0x2F95, 0x0EF5, 0x5CDF, 0x7B8B -> 0x3B<br>
0x2F84, 0x1DC3, 0x1DA7, 0x1A30, 0x2410 -> 0x3F<br>
0x02EE, 0x0603, 0x012F, 0x2C9E, 0x2BEF -> 0x40<br>
----
The language is very close to the C language, notice the existance of the { and } brackets. Also the for loop and switch statements work like its C variant, with support for the break and default keywords [http://en.wikipedia.org/wiki/Switch_statement].
53
52
2009-06-17T21:37:20Z
Batlin
3
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
The .m files are not encrypted but they do contain a sort of obfuscated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfuscated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfuscated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfuscation works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfuscated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
----
'''This is a list of supported tokens:'''<br>
0x390C, 0x0F3E, 0x0199, 0x0124, 0x305E -> 0x02 -> (<br>
0x39B3, 0x2D12, 0x26A6, 0x5D03, 0x1238 -> 0x03 -> )<br>
0x3B25, 0x1E1F, 0x1AD4, 0x7F96, 0x7FF5 -> 0x04 -> ,<br>
0x0732, 0x0120, 0x5CFD, 0x3E12, 0x3BF6 -> 0x06 -> ;<br>
0x3A9E, 0x0DDC, 0x5E14, 0x2E40, 0x1CD0 -> 0x07 -> {<br>
0x7EB7, 0x6032, 0x2C3B, 0x15A1, 0x3EF6 -> 0x08 -> }<br>
0x409D, 0x12E1, 0x121F, 0x26CA, 0x3699 -> 0x09 -> [ <br>
0x0902, 0x7BB9, 0x139D, 0x187E, 0x16C5 -> 0x0A -> ]<br>
0x3CD5, 0x13E9, 0x4080, 0x5DB2, 0x33EA -> 0x0B -> ! (not)<br>
0x23C9, 0x60BF, 0x3CD6, 0x0FBF, 0x2F14 -> 0x0C -> + (add)<br>
0x047E, 0x368E, 0x2FFF, 0x288F, 0x7DD1 -> 0x0D -> - (substract)<br>
0x261E, 0x5E9D, 0x1916, 0x32E6, 0x401D -> 0x0E -> * (multiply)<br>
0x0384, 0x18D7, 0x0FC9, 0x0E12, 0x2833 -> 0x0F -> / (divide)<br>
0x249E, 0x2B0C, 0x11F4, 0x5DD5, 0x127E -> 0x10 -> % (modula)<br>
0x0135, 0x07CF, 0x1AF4, 0x0ECC, 0x01D3 -> 0x11 -> == (equal to)<br>
0x0E90, 0x3A2D, 0x37E6, 0x19D9, 0x252A -> 0x12 -> != (not equal to)<br>
0x37E5, 0x1DC0, 0x1481, 0x4087, 0x2B01 -> 0x13 -> < (lower then)<br>
0x16D4, 0x3A8D, 0x7FBE, 0x0C7B, 0x0C15 -> 0x14 -> > (higher then)<br>
0x3807, 0x0633, 0x251F, 0x1D18, 0x3492 -> 0x15 -> <= (lower then or equal to)<br>
0x19DA, 0x39CE, 0x3BB1, 0x3004, 0x1796 -> 0x16 -> >= (higher then or equal to)<br>
0x1F16, 0x182F, 0x2CF7, 0x5ED0, 0x1316 -> 0x17 -> = (assign)<br>
0x5D24, 0x0588, 0x7CFE, 0x2725, 0x0DE5 -> 0x18 -> && (logical and)<br>
0x13D3, 0x29D8, 0x0A28, 0x09CE, 0x3960 -> 0x19 -> || (logical or)<br>
0x5CCD, 0x0940, 0x293B, 0x40A5, 0x1D11 -> 0x1B -> ++ (increment)<br>
0x2528, 0x0EA9, 0x3F0B, 0x3087, 0x3F97 -> 0x1C -> -- (decrement)<br>
0x30F1, 0x3295, 0x01C1, 0x0CE1, 0x3EE9 -> 0x1D -> int (integer)<br>
0x3F9A, 0x30A7, 0x2DB5, 0x169A, 0x2FE7 -> 0x1E -> str (string)<br>
0x10D9, 0x0390, 0x2A38, 0x0728, 0x5C5E -> 0x1F -> ust (?)<br>
0x01E1, 0x1030, 0x1BD9, 0x159F, 0x2BA5 -> 0x20 -> loc (location (x, y, z))<br>
0x28E2, 0x2F0C, 0x1289, 0x3382, 0x36C2 -> 0x21 -> obj (object)<br>
0x26B1, 0x1CDF, 0x27DA, 0x0E29, 0x113E -> 0x22 -> lis (list)<br>
0x2E39, 0x1D3F, 0x1D5E, 0x1FF1, 0x7E0E -> 0x23 -> voi (void)<br>
0x12C2, 0x1003, 0x0607, 0x0784, 0x2B0F -> 0x25 -> if<br>
0x3305, 0x32E7, 0x212C, 0x018E, 0x3308 -> 0x26 -> else<br>
0x3106, 0x018C, 0x357E, 0x0A87, 0x5D2B -> 0x28 -> while<br>
0x7DAA, 0x2F0B, 0x1BFC, 0x13F5, 0x1ECA -> 0x2A -> for<br>
0x017B, 0x6014, 0x0E99, 0x33CD, 0x27D3 -> 0x2C -> continue<br>
0x7F0D, 0x04F0, 0x183A, 0x1FB4, 0x13A6 -> 0x2D -> break<br>
0x04B0, 0x1927, 0x08FF, 0x31D8, 0x0914 -> 0x2F -> switch<br>
0x3223, 0x17B8, 0x3895, 0x248D, 0x342D -> 0x31 -> case<br>
0x5D3D, 0x3260, 0x32DE, 0x2780, 0x31AD -> 0x32 -> default<br>
0x5DE9, 0x5EA5, 0x11D5, 0x199F, 0x2F15 -> 0x33 -> return<br>
0x0E01, 0x19FE, 0x3821, 0x0B93, 0x0A2F -> 0x34 -> "declares a function and defines the implementation!"<br>
0x09B3, 0x038F, 0x328A, 0x08AF, 0x5CCA -> 0x35 -> "implement an event"<br>
0x0C95, 0x7CBE, 0x7C27, 0x5D2A, 0x2FA1 -> 0x36 -> "declare a variable"<br>
0x31BE, 0x15B4, 0x07C9, 0x27C0, 0x1B32 -> 0x37 -> "include another script" (see NOTE)<br>
0x2934, 0x3E09, 0x012C, 0x2CC6, 0x7FA6 -> 0x38 -> "declares a function without defining the implementation!"<br>
0x5D17, 0x0A1D, 0x3B29, 0x2BFA, 0x2BB8 -> 0x3A -> quoted-string (C style = terminated with a 0-byte)<br>
0x17BD, 0x21EB, 0x2015, 0x5DB8, 0x15E1 -> 0x3C -> constant byte (gets zero extended to signed 32-bit integer)<br>
0x5B60, 0x3D8F, 0x0FF4, 0x275B, 0x3C8A -> 0x3D -> constant word (gets zero extended to signed 32-bit integer)<br>
0x188F, 0x5D27, 0x7F5C, 0x01F7, 0x093B -> 0x3E -> constant dword (gets casted to signed 32-bit integer)<br>
0x3510, 0x0B9B, 0x06E9, 0x3B9E, 0x0B31 -> 0x41 -> string (C style = terminated with a 0-byte)<br>
NOTE: if you include a script it must the very first statement and you can only include one script per script!
'''This is a list of supported but unused tokens:'''<br>
0x263D, 0x3B97, 0x4027, 0x138A, 0x282D -> 0x1A -> ^ (xor)<br>
NOTE: this means you could create a script that supports XOR (none of the OSI scripts do this)
'''This is a list of defined but unsupported tokens:'''<br>
0x1EDC, 0x20A8, 0x37BE, 0x01EB, 0x123B -> 0x27 -> ENDIF<br>
0x03FA, 0x0AF0, 0x0786, 0x2332, 0x1295 -> 0x29 -> ENDWHILE<br>
0x0D9F, 0x388A, 0x15FD, 0x7CB8, 0x1AF6 -> 0x2B -> ENDFOR<br>
0x190B, 0x3605, 0x20AD, 0x32CF, 0x2CD5 -> 0x2E -> GOTO (it's unclear how this statement works!)<br>
0x13F4, 0x3A27, 0x387C, 0x32C1, 0x198C -> 0x30 -> ENDSWITCH<br>
NOTE: the ENDxxx statements are only used internally and are added by the parser where needed
'''This is a list of obfuscated but unsupported tokens:'''<br>
0x0BB3, 0x2EA6, 0x12DB, 0x153C, 0x7E87 -> 0x01<br>
0x323B, 0x260D, 0x030A, 0x301C, 0x0BDB -> 0x05<br>
0x06E3, 0x36A1, 0x0C1E, 0x2120, 0x1DCB -> 0x24<br>
0x06D8, 0x3181, 0x2738, 0x3212, 0x03F9 -> 0x39<br>
0x1DB5, 0x2F95, 0x0EF5, 0x5CDF, 0x7B8B -> 0x3B<br>
0x2F84, 0x1DC3, 0x1DA7, 0x1A30, 0x2410 -> 0x3F<br>
0x02EE, 0x0603, 0x012F, 0x2C9E, 0x2BEF -> 0x40<br>
----
The language is very close to the C language, notice the existance of the { and } brackets. Also the for loop and switch statements work like its C variant, with support for the break and default keywords [http://en.wikipedia.org/wiki/Switch_statement].
71
53
2009-06-23T18:47:52Z
Batlin
3
Protected "[[Scripts]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
The .m files are not encrypted but they do contain a sort of obfuscated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfuscated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfuscated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfuscation works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfuscated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
----
'''This is a list of supported tokens:'''<br>
0x390C, 0x0F3E, 0x0199, 0x0124, 0x305E -> 0x02 -> (<br>
0x39B3, 0x2D12, 0x26A6, 0x5D03, 0x1238 -> 0x03 -> )<br>
0x3B25, 0x1E1F, 0x1AD4, 0x7F96, 0x7FF5 -> 0x04 -> ,<br>
0x0732, 0x0120, 0x5CFD, 0x3E12, 0x3BF6 -> 0x06 -> ;<br>
0x3A9E, 0x0DDC, 0x5E14, 0x2E40, 0x1CD0 -> 0x07 -> {<br>
0x7EB7, 0x6032, 0x2C3B, 0x15A1, 0x3EF6 -> 0x08 -> }<br>
0x409D, 0x12E1, 0x121F, 0x26CA, 0x3699 -> 0x09 -> [ <br>
0x0902, 0x7BB9, 0x139D, 0x187E, 0x16C5 -> 0x0A -> ]<br>
0x3CD5, 0x13E9, 0x4080, 0x5DB2, 0x33EA -> 0x0B -> ! (not)<br>
0x23C9, 0x60BF, 0x3CD6, 0x0FBF, 0x2F14 -> 0x0C -> + (add)<br>
0x047E, 0x368E, 0x2FFF, 0x288F, 0x7DD1 -> 0x0D -> - (substract)<br>
0x261E, 0x5E9D, 0x1916, 0x32E6, 0x401D -> 0x0E -> * (multiply)<br>
0x0384, 0x18D7, 0x0FC9, 0x0E12, 0x2833 -> 0x0F -> / (divide)<br>
0x249E, 0x2B0C, 0x11F4, 0x5DD5, 0x127E -> 0x10 -> % (modula)<br>
0x0135, 0x07CF, 0x1AF4, 0x0ECC, 0x01D3 -> 0x11 -> == (equal to)<br>
0x0E90, 0x3A2D, 0x37E6, 0x19D9, 0x252A -> 0x12 -> != (not equal to)<br>
0x37E5, 0x1DC0, 0x1481, 0x4087, 0x2B01 -> 0x13 -> < (lower then)<br>
0x16D4, 0x3A8D, 0x7FBE, 0x0C7B, 0x0C15 -> 0x14 -> > (higher then)<br>
0x3807, 0x0633, 0x251F, 0x1D18, 0x3492 -> 0x15 -> <= (lower then or equal to)<br>
0x19DA, 0x39CE, 0x3BB1, 0x3004, 0x1796 -> 0x16 -> >= (higher then or equal to)<br>
0x1F16, 0x182F, 0x2CF7, 0x5ED0, 0x1316 -> 0x17 -> = (assign)<br>
0x5D24, 0x0588, 0x7CFE, 0x2725, 0x0DE5 -> 0x18 -> && (logical and)<br>
0x13D3, 0x29D8, 0x0A28, 0x09CE, 0x3960 -> 0x19 -> || (logical or)<br>
0x5CCD, 0x0940, 0x293B, 0x40A5, 0x1D11 -> 0x1B -> ++ (increment)<br>
0x2528, 0x0EA9, 0x3F0B, 0x3087, 0x3F97 -> 0x1C -> -- (decrement)<br>
0x30F1, 0x3295, 0x01C1, 0x0CE1, 0x3EE9 -> 0x1D -> int (integer)<br>
0x3F9A, 0x30A7, 0x2DB5, 0x169A, 0x2FE7 -> 0x1E -> str (string)<br>
0x10D9, 0x0390, 0x2A38, 0x0728, 0x5C5E -> 0x1F -> ust (?)<br>
0x01E1, 0x1030, 0x1BD9, 0x159F, 0x2BA5 -> 0x20 -> loc (location (x, y, z))<br>
0x28E2, 0x2F0C, 0x1289, 0x3382, 0x36C2 -> 0x21 -> obj (object)<br>
0x26B1, 0x1CDF, 0x27DA, 0x0E29, 0x113E -> 0x22 -> lis (list)<br>
0x2E39, 0x1D3F, 0x1D5E, 0x1FF1, 0x7E0E -> 0x23 -> voi (void)<br>
0x12C2, 0x1003, 0x0607, 0x0784, 0x2B0F -> 0x25 -> if<br>
0x3305, 0x32E7, 0x212C, 0x018E, 0x3308 -> 0x26 -> else<br>
0x3106, 0x018C, 0x357E, 0x0A87, 0x5D2B -> 0x28 -> while<br>
0x7DAA, 0x2F0B, 0x1BFC, 0x13F5, 0x1ECA -> 0x2A -> for<br>
0x017B, 0x6014, 0x0E99, 0x33CD, 0x27D3 -> 0x2C -> continue<br>
0x7F0D, 0x04F0, 0x183A, 0x1FB4, 0x13A6 -> 0x2D -> break<br>
0x04B0, 0x1927, 0x08FF, 0x31D8, 0x0914 -> 0x2F -> switch<br>
0x3223, 0x17B8, 0x3895, 0x248D, 0x342D -> 0x31 -> case<br>
0x5D3D, 0x3260, 0x32DE, 0x2780, 0x31AD -> 0x32 -> default<br>
0x5DE9, 0x5EA5, 0x11D5, 0x199F, 0x2F15 -> 0x33 -> return<br>
0x0E01, 0x19FE, 0x3821, 0x0B93, 0x0A2F -> 0x34 -> "declares a function and defines the implementation!"<br>
0x09B3, 0x038F, 0x328A, 0x08AF, 0x5CCA -> 0x35 -> "implement an event"<br>
0x0C95, 0x7CBE, 0x7C27, 0x5D2A, 0x2FA1 -> 0x36 -> "declare a variable"<br>
0x31BE, 0x15B4, 0x07C9, 0x27C0, 0x1B32 -> 0x37 -> "include another script" (see NOTE)<br>
0x2934, 0x3E09, 0x012C, 0x2CC6, 0x7FA6 -> 0x38 -> "declares a function without defining the implementation!"<br>
0x5D17, 0x0A1D, 0x3B29, 0x2BFA, 0x2BB8 -> 0x3A -> quoted-string (C style = terminated with a 0-byte)<br>
0x17BD, 0x21EB, 0x2015, 0x5DB8, 0x15E1 -> 0x3C -> constant byte (gets zero extended to signed 32-bit integer)<br>
0x5B60, 0x3D8F, 0x0FF4, 0x275B, 0x3C8A -> 0x3D -> constant word (gets zero extended to signed 32-bit integer)<br>
0x188F, 0x5D27, 0x7F5C, 0x01F7, 0x093B -> 0x3E -> constant dword (gets casted to signed 32-bit integer)<br>
0x3510, 0x0B9B, 0x06E9, 0x3B9E, 0x0B31 -> 0x41 -> string (C style = terminated with a 0-byte)<br>
NOTE: if you include a script it must the very first statement and you can only include one script per script!
'''This is a list of supported but unused tokens:'''<br>
0x263D, 0x3B97, 0x4027, 0x138A, 0x282D -> 0x1A -> ^ (xor)<br>
NOTE: this means you could create a script that supports XOR (none of the OSI scripts do this)
'''This is a list of defined but unsupported tokens:'''<br>
0x1EDC, 0x20A8, 0x37BE, 0x01EB, 0x123B -> 0x27 -> ENDIF<br>
0x03FA, 0x0AF0, 0x0786, 0x2332, 0x1295 -> 0x29 -> ENDWHILE<br>
0x0D9F, 0x388A, 0x15FD, 0x7CB8, 0x1AF6 -> 0x2B -> ENDFOR<br>
0x190B, 0x3605, 0x20AD, 0x32CF, 0x2CD5 -> 0x2E -> GOTO (it's unclear how this statement works!)<br>
0x13F4, 0x3A27, 0x387C, 0x32C1, 0x198C -> 0x30 -> ENDSWITCH<br>
NOTE: the ENDxxx statements are only used internally and are added by the parser where needed
'''This is a list of obfuscated but unsupported tokens:'''<br>
0x0BB3, 0x2EA6, 0x12DB, 0x153C, 0x7E87 -> 0x01<br>
0x323B, 0x260D, 0x030A, 0x301C, 0x0BDB -> 0x05<br>
0x06E3, 0x36A1, 0x0C1E, 0x2120, 0x1DCB -> 0x24<br>
0x06D8, 0x3181, 0x2738, 0x3212, 0x03F9 -> 0x39<br>
0x1DB5, 0x2F95, 0x0EF5, 0x5CDF, 0x7B8B -> 0x3B<br>
0x2F84, 0x1DC3, 0x1DA7, 0x1A30, 0x2410 -> 0x3F<br>
0x02EE, 0x0603, 0x012F, 0x2C9E, 0x2BEF -> 0x40<br>
----
The language is very close to the C language, notice the existance of the { and } brackets. Also the for loop and switch statements work like its C variant, with support for the break and default keywords [http://en.wikipedia.org/wiki/Switch_statement].
77
71
2009-06-23T18:51:10Z
Batlin
3
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
A decompiler can be found here : [[Mass M Decompiler]].
The .m files are not encrypted but they do contain a sort of obfuscated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfuscated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfuscated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfuscation works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfuscated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
----
'''This is a list of supported tokens:'''<br>
0x390C, 0x0F3E, 0x0199, 0x0124, 0x305E -> 0x02 -> (<br>
0x39B3, 0x2D12, 0x26A6, 0x5D03, 0x1238 -> 0x03 -> )<br>
0x3B25, 0x1E1F, 0x1AD4, 0x7F96, 0x7FF5 -> 0x04 -> ,<br>
0x0732, 0x0120, 0x5CFD, 0x3E12, 0x3BF6 -> 0x06 -> ;<br>
0x3A9E, 0x0DDC, 0x5E14, 0x2E40, 0x1CD0 -> 0x07 -> {<br>
0x7EB7, 0x6032, 0x2C3B, 0x15A1, 0x3EF6 -> 0x08 -> }<br>
0x409D, 0x12E1, 0x121F, 0x26CA, 0x3699 -> 0x09 -> [ <br>
0x0902, 0x7BB9, 0x139D, 0x187E, 0x16C5 -> 0x0A -> ]<br>
0x3CD5, 0x13E9, 0x4080, 0x5DB2, 0x33EA -> 0x0B -> ! (not)<br>
0x23C9, 0x60BF, 0x3CD6, 0x0FBF, 0x2F14 -> 0x0C -> + (add)<br>
0x047E, 0x368E, 0x2FFF, 0x288F, 0x7DD1 -> 0x0D -> - (substract)<br>
0x261E, 0x5E9D, 0x1916, 0x32E6, 0x401D -> 0x0E -> * (multiply)<br>
0x0384, 0x18D7, 0x0FC9, 0x0E12, 0x2833 -> 0x0F -> / (divide)<br>
0x249E, 0x2B0C, 0x11F4, 0x5DD5, 0x127E -> 0x10 -> % (modula)<br>
0x0135, 0x07CF, 0x1AF4, 0x0ECC, 0x01D3 -> 0x11 -> == (equal to)<br>
0x0E90, 0x3A2D, 0x37E6, 0x19D9, 0x252A -> 0x12 -> != (not equal to)<br>
0x37E5, 0x1DC0, 0x1481, 0x4087, 0x2B01 -> 0x13 -> < (lower then)<br>
0x16D4, 0x3A8D, 0x7FBE, 0x0C7B, 0x0C15 -> 0x14 -> > (higher then)<br>
0x3807, 0x0633, 0x251F, 0x1D18, 0x3492 -> 0x15 -> <= (lower then or equal to)<br>
0x19DA, 0x39CE, 0x3BB1, 0x3004, 0x1796 -> 0x16 -> >= (higher then or equal to)<br>
0x1F16, 0x182F, 0x2CF7, 0x5ED0, 0x1316 -> 0x17 -> = (assign)<br>
0x5D24, 0x0588, 0x7CFE, 0x2725, 0x0DE5 -> 0x18 -> && (logical and)<br>
0x13D3, 0x29D8, 0x0A28, 0x09CE, 0x3960 -> 0x19 -> || (logical or)<br>
0x5CCD, 0x0940, 0x293B, 0x40A5, 0x1D11 -> 0x1B -> ++ (increment)<br>
0x2528, 0x0EA9, 0x3F0B, 0x3087, 0x3F97 -> 0x1C -> -- (decrement)<br>
0x30F1, 0x3295, 0x01C1, 0x0CE1, 0x3EE9 -> 0x1D -> int (integer)<br>
0x3F9A, 0x30A7, 0x2DB5, 0x169A, 0x2FE7 -> 0x1E -> str (string)<br>
0x10D9, 0x0390, 0x2A38, 0x0728, 0x5C5E -> 0x1F -> ust (?)<br>
0x01E1, 0x1030, 0x1BD9, 0x159F, 0x2BA5 -> 0x20 -> loc (location (x, y, z))<br>
0x28E2, 0x2F0C, 0x1289, 0x3382, 0x36C2 -> 0x21 -> obj (object)<br>
0x26B1, 0x1CDF, 0x27DA, 0x0E29, 0x113E -> 0x22 -> lis (list)<br>
0x2E39, 0x1D3F, 0x1D5E, 0x1FF1, 0x7E0E -> 0x23 -> voi (void)<br>
0x12C2, 0x1003, 0x0607, 0x0784, 0x2B0F -> 0x25 -> if<br>
0x3305, 0x32E7, 0x212C, 0x018E, 0x3308 -> 0x26 -> else<br>
0x3106, 0x018C, 0x357E, 0x0A87, 0x5D2B -> 0x28 -> while<br>
0x7DAA, 0x2F0B, 0x1BFC, 0x13F5, 0x1ECA -> 0x2A -> for<br>
0x017B, 0x6014, 0x0E99, 0x33CD, 0x27D3 -> 0x2C -> continue<br>
0x7F0D, 0x04F0, 0x183A, 0x1FB4, 0x13A6 -> 0x2D -> break<br>
0x04B0, 0x1927, 0x08FF, 0x31D8, 0x0914 -> 0x2F -> switch<br>
0x3223, 0x17B8, 0x3895, 0x248D, 0x342D -> 0x31 -> case<br>
0x5D3D, 0x3260, 0x32DE, 0x2780, 0x31AD -> 0x32 -> default<br>
0x5DE9, 0x5EA5, 0x11D5, 0x199F, 0x2F15 -> 0x33 -> return<br>
0x0E01, 0x19FE, 0x3821, 0x0B93, 0x0A2F -> 0x34 -> "declares a function and defines the implementation!"<br>
0x09B3, 0x038F, 0x328A, 0x08AF, 0x5CCA -> 0x35 -> "implement an event"<br>
0x0C95, 0x7CBE, 0x7C27, 0x5D2A, 0x2FA1 -> 0x36 -> "declare a variable"<br>
0x31BE, 0x15B4, 0x07C9, 0x27C0, 0x1B32 -> 0x37 -> "include another script" (see NOTE)<br>
0x2934, 0x3E09, 0x012C, 0x2CC6, 0x7FA6 -> 0x38 -> "declares a function without defining the implementation!"<br>
0x5D17, 0x0A1D, 0x3B29, 0x2BFA, 0x2BB8 -> 0x3A -> quoted-string (C style = terminated with a 0-byte)<br>
0x17BD, 0x21EB, 0x2015, 0x5DB8, 0x15E1 -> 0x3C -> constant byte (gets zero extended to signed 32-bit integer)<br>
0x5B60, 0x3D8F, 0x0FF4, 0x275B, 0x3C8A -> 0x3D -> constant word (gets zero extended to signed 32-bit integer)<br>
0x188F, 0x5D27, 0x7F5C, 0x01F7, 0x093B -> 0x3E -> constant dword (gets casted to signed 32-bit integer)<br>
0x3510, 0x0B9B, 0x06E9, 0x3B9E, 0x0B31 -> 0x41 -> string (C style = terminated with a 0-byte)<br>
NOTE: if you include a script it must the very first statement and you can only include one script per script!
'''This is a list of supported but unused tokens:'''<br>
0x263D, 0x3B97, 0x4027, 0x138A, 0x282D -> 0x1A -> ^ (xor)<br>
NOTE: this means you could create a script that supports XOR (none of the OSI scripts do this)
'''This is a list of defined but unsupported tokens:'''<br>
0x1EDC, 0x20A8, 0x37BE, 0x01EB, 0x123B -> 0x27 -> ENDIF<br>
0x03FA, 0x0AF0, 0x0786, 0x2332, 0x1295 -> 0x29 -> ENDWHILE<br>
0x0D9F, 0x388A, 0x15FD, 0x7CB8, 0x1AF6 -> 0x2B -> ENDFOR<br>
0x190B, 0x3605, 0x20AD, 0x32CF, 0x2CD5 -> 0x2E -> GOTO (it's unclear how this statement works!)<br>
0x13F4, 0x3A27, 0x387C, 0x32C1, 0x198C -> 0x30 -> ENDSWITCH<br>
NOTE: the ENDxxx statements are only used internally and are added by the parser where needed
'''This is a list of obfuscated but unsupported tokens:'''<br>
0x0BB3, 0x2EA6, 0x12DB, 0x153C, 0x7E87 -> 0x01<br>
0x323B, 0x260D, 0x030A, 0x301C, 0x0BDB -> 0x05<br>
0x06E3, 0x36A1, 0x0C1E, 0x2120, 0x1DCB -> 0x24<br>
0x06D8, 0x3181, 0x2738, 0x3212, 0x03F9 -> 0x39<br>
0x1DB5, 0x2F95, 0x0EF5, 0x5CDF, 0x7B8B -> 0x3B<br>
0x2F84, 0x1DC3, 0x1DA7, 0x1A30, 0x2410 -> 0x3F<br>
0x02EE, 0x0603, 0x012F, 0x2C9E, 0x2BEF -> 0x40<br>
----
The language is very close to the C language, notice the existance of the { and } brackets. Also the for loop and switch statements work like its C variant, with support for the break and default keywords [http://en.wikipedia.org/wiki/Switch_statement].
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The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
A decompiler can be found here : [[Mass M Decompiler]].
The .m files are not encrypted but they do contain a sort of obfuscated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfuscated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfuscated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfuscation works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfuscated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
----
'''This is a list of supported tokens:'''<br>
0x390C, 0x0F3E, 0x0199, 0x0124, 0x305E -> 0x02 -> (<br>
0x39B3, 0x2D12, 0x26A6, 0x5D03, 0x1238 -> 0x03 -> )<br>
0x3B25, 0x1E1F, 0x1AD4, 0x7F96, 0x7FF5 -> 0x04 -> ,<br>
0x0732, 0x0120, 0x5CFD, 0x3E12, 0x3BF6 -> 0x06 -> ;<br>
0x3A9E, 0x0DDC, 0x5E14, 0x2E40, 0x1CD0 -> 0x07 -> {<br>
0x7EB7, 0x6032, 0x2C3B, 0x15A1, 0x3EF6 -> 0x08 -> }<br>
0x409D, 0x12E1, 0x121F, 0x26CA, 0x3699 -> 0x09 -> [ <br>
0x0902, 0x7BB9, 0x139D, 0x187E, 0x16C5 -> 0x0A -> ]<br>
0x3CD5, 0x13E9, 0x4080, 0x5DB2, 0x33EA -> 0x0B -> ! (not)<br>
0x23C9, 0x60BF, 0x3CD6, 0x0FBF, 0x2F14 -> 0x0C -> + (add)<br>
0x047E, 0x368E, 0x2FFF, 0x288F, 0x7DD1 -> 0x0D -> - (substract)<br>
0x261E, 0x5E9D, 0x1916, 0x32E6, 0x401D -> 0x0E -> * (multiply)<br>
0x0384, 0x18D7, 0x0FC9, 0x0E12, 0x2833 -> 0x0F -> / (divide)<br>
0x249E, 0x2B0C, 0x11F4, 0x5DD5, 0x127E -> 0x10 -> % (modula)<br>
0x0135, 0x07CF, 0x1AF4, 0x0ECC, 0x01D3 -> 0x11 -> == (equal to)<br>
0x0E90, 0x3A2D, 0x37E6, 0x19D9, 0x252A -> 0x12 -> != (not equal to)<br>
0x37E5, 0x1DC0, 0x1481, 0x4087, 0x2B01 -> 0x13 -> < (lower then)<br>
0x16D4, 0x3A8D, 0x7FBE, 0x0C7B, 0x0C15 -> 0x14 -> > (higher then)<br>
0x3807, 0x0633, 0x251F, 0x1D18, 0x3492 -> 0x15 -> <= (lower then or equal to)<br>
0x19DA, 0x39CE, 0x3BB1, 0x3004, 0x1796 -> 0x16 -> >= (higher then or equal to)<br>
0x1F16, 0x182F, 0x2CF7, 0x5ED0, 0x1316 -> 0x17 -> = (assign)<br>
0x5D24, 0x0588, 0x7CFE, 0x2725, 0x0DE5 -> 0x18 -> && (logical and)<br>
0x13D3, 0x29D8, 0x0A28, 0x09CE, 0x3960 -> 0x19 -> || (logical or)<br>
0x5CCD, 0x0940, 0x293B, 0x40A5, 0x1D11 -> 0x1B -> ++ (increment)<br>
0x2528, 0x0EA9, 0x3F0B, 0x3087, 0x3F97 -> 0x1C -> -- (decrement)<br>
0x30F1, 0x3295, 0x01C1, 0x0CE1, 0x3EE9 -> 0x1D -> int (integer)<br>
0x3F9A, 0x30A7, 0x2DB5, 0x169A, 0x2FE7 -> 0x1E -> str (string)<br>
0x10D9, 0x0390, 0x2A38, 0x0728, 0x5C5E -> 0x1F -> ust (?)<br>
0x01E1, 0x1030, 0x1BD9, 0x159F, 0x2BA5 -> 0x20 -> loc (location (x, y, z))<br>
0x28E2, 0x2F0C, 0x1289, 0x3382, 0x36C2 -> 0x21 -> obj (object)<br>
0x26B1, 0x1CDF, 0x27DA, 0x0E29, 0x113E -> 0x22 -> lis (list)<br>
0x2E39, 0x1D3F, 0x1D5E, 0x1FF1, 0x7E0E -> 0x23 -> voi (void)<br>
0x12C2, 0x1003, 0x0607, 0x0784, 0x2B0F -> 0x25 -> if<br>
0x3305, 0x32E7, 0x212C, 0x018E, 0x3308 -> 0x26 -> else<br>
0x3106, 0x018C, 0x357E, 0x0A87, 0x5D2B -> 0x28 -> while<br>
0x7DAA, 0x2F0B, 0x1BFC, 0x13F5, 0x1ECA -> 0x2A -> for<br>
0x017B, 0x6014, 0x0E99, 0x33CD, 0x27D3 -> 0x2C -> continue<br>
0x7F0D, 0x04F0, 0x183A, 0x1FB4, 0x13A6 -> 0x2D -> break<br>
0x04B0, 0x1927, 0x08FF, 0x31D8, 0x0914 -> 0x2F -> switch<br>
0x3223, 0x17B8, 0x3895, 0x248D, 0x342D -> 0x31 -> case<br>
0x5D3D, 0x3260, 0x32DE, 0x2780, 0x31AD -> 0x32 -> default<br>
0x5DE9, 0x5EA5, 0x11D5, 0x199F, 0x2F15 -> 0x33 -> return<br>
0x0E01, 0x19FE, 0x3821, 0x0B93, 0x0A2F -> 0x34 -> "declares a function and defines the implementation!"<br>
0x09B3, 0x038F, 0x328A, 0x08AF, 0x5CCA -> 0x35 -> "implement an event"<br>
0x0C95, 0x7CBE, 0x7C27, 0x5D2A, 0x2FA1 -> 0x36 -> "declare a variable at script level"<br>
0x31BE, 0x15B4, 0x07C9, 0x27C0, 0x1B32 -> 0x37 -> "include another script" (see NOTE)<br>
0x2934, 0x3E09, 0x012C, 0x2CC6, 0x7FA6 -> 0x38 -> "declares a function without defining the implementation!"<br>
0x5D17, 0x0A1D, 0x3B29, 0x2BFA, 0x2BB8 -> 0x3A -> quoted-string (C style = terminated with a 0-byte)<br>
0x17BD, 0x21EB, 0x2015, 0x5DB8, 0x15E1 -> 0x3C -> constant byte (gets zero extended to signed 32-bit integer)<br>
0x5B60, 0x3D8F, 0x0FF4, 0x275B, 0x3C8A -> 0x3D -> constant word (gets zero extended to signed 32-bit integer)<br>
0x188F, 0x5D27, 0x7F5C, 0x01F7, 0x093B -> 0x3E -> constant dword (gets casted to signed 32-bit integer)<br>
0x3510, 0x0B9B, 0x06E9, 0x3B9E, 0x0B31 -> 0x41 -> string (C style = terminated with a 0-byte)<br>
NOTE: if you include a script it must the very first statement and you can only include one script per script!
'''This is a list of supported but unused tokens:'''<br>
0x263D, 0x3B97, 0x4027, 0x138A, 0x282D -> 0x1A -> ^ (xor)<br>
NOTE: this means you could create a script that supports XOR (none of the OSI scripts do this)
'''This is a list of defined but unsupported tokens:'''<br>
0x1EDC, 0x20A8, 0x37BE, 0x01EB, 0x123B -> 0x27 -> ENDIF<br>
0x03FA, 0x0AF0, 0x0786, 0x2332, 0x1295 -> 0x29 -> ENDWHILE<br>
0x0D9F, 0x388A, 0x15FD, 0x7CB8, 0x1AF6 -> 0x2B -> ENDFOR<br>
0x190B, 0x3605, 0x20AD, 0x32CF, 0x2CD5 -> 0x2E -> GOTO (it's unclear how this statement works!)<br>
0x13F4, 0x3A27, 0x387C, 0x32C1, 0x198C -> 0x30 -> ENDSWITCH<br>
NOTE: the ENDxxx statements are only used internally and are added by the parser where needed
'''This is a list of obfuscated but unsupported tokens:'''<br>
0x0BB3, 0x2EA6, 0x12DB, 0x153C, 0x7E87 -> 0x01<br>
0x323B, 0x260D, 0x030A, 0x301C, 0x0BDB -> 0x05<br>
0x06E3, 0x36A1, 0x0C1E, 0x2120, 0x1DCB -> 0x24<br>
0x06D8, 0x3181, 0x2738, 0x3212, 0x03F9 -> 0x39<br>
0x1DB5, 0x2F95, 0x0EF5, 0x5CDF, 0x7B8B -> 0x3B<br>
0x2F84, 0x1DC3, 0x1DA7, 0x1A30, 0x2410 -> 0x3F<br>
0x02EE, 0x0603, 0x012F, 0x2C9E, 0x2BEF -> 0x40<br>
----
The language is very close to the C language, notice the existance of the { and } brackets. Also the for loop and switch statements work like its C variant, with support for the break and default keywords [http://en.wikipedia.org/wiki/Switch_statement].
Uodemo.exe
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This is the Win32 executable for the Ultima Online Gold Demo. It comes with an installer on the Ultima Online Gold CD, the demo requires that the client is installed becauses it uses the graphics and sounds from the client installation.
The version on the CD is 1.09. If there are other version of uodemo.exe out there, we would like to know.
It's been proven that the uodemo contains a full server and a full client. The client and server communicate with each other with the same protocol as the regular client and official OSI servers did back in the days. Unlike the official protocol the packets are send unencrypted. Also note that these packets are not send through sockets but by the simple means of a linked list in memory.
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2009-06-23T18:48:23Z
Batlin
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Protected "[[Uodemo.exe]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
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This is the Win32 executable for the Ultima Online Gold Demo. It comes with an installer on the Ultima Online Gold CD, the demo requires that the client is installed becauses it uses the graphics and sounds from the client installation.
The version on the CD is 1.09. If there are other version of uodemo.exe out there, we would like to know.
It's been proven that the uodemo contains a full server and a full client. The client and server communicate with each other with the same protocol as the regular client and official OSI servers did back in the days. Unlike the official protocol the packets are send unencrypted. Also note that these packets are not send through sockets but by the simple means of a linked list in memory.
Main Page
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<big>'''Welcome the UO Demo Wiki.'''</big>
Click here to read more about the [[Origins of the Ultima Online Demo]].
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it's contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
== [[Special:AllPages]] ==
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<big>'''Welcome the UO Demo Wiki.'''</big>
Click here to read more about the [[Origins of the Ultima Online Demo]].
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it's contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''UO Demo+.'''</big>
The [[uodemo+]].exe is a modified uodemo.exe to unleash some of the secrets within.
== [[Special:AllPages]] ==
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<big>'''Welcome the UO Demo Wiki.'''</big>
Click here to read more about the [[Origins of the Ultima Online Demo]].
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it's contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''UO Demo+.'''</big>
The [[uodemo+]].exe is a modified uodemo.exe to unleash some of the [[secrets]] within.
== [[Special:AllPages]] ==
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2009-06-23T18:46:00Z
Batlin
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Protected "[[Main Page]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
wikitext
text/x-wiki
<big>'''Welcome the UO Demo Wiki.'''</big>
Click here to read more about the [[Origins of the Ultima Online Demo]].
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it's contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''UO Demo+.'''</big>
The [[uodemo+]].exe is a modified uodemo.exe to unleash some of the [[secrets]] within.
== [[Special:AllPages]] ==
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<big>'''Welcome the UO Demo Wiki.'''</big>
Click here to read more about the [[Dating the Ultima Online Demo]].
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it's contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''UO Demo+.'''</big>
The [[uodemo+]].exe is a modified uodemo.exe to unleash some of the [[secrets]] within.
== [[Special:AllPages]] ==
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<big>'''Welcome the UO Demo Wiki.'''</big>
Click here to read more about the [[Dating the Ultima Online Demo]].
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''UO Demo+.'''</big>
The [[uodemo+]].exe is a modified uodemo.exe to unleash some of the [[secrets]] within.
== [[Special:AllPages]] ==
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text/x-wiki
<big>'''Welcome the UO Demo Wiki.'''</big>
Click here to read more about the [[Dating the Ultima Online Demo]].
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''UO Demo+.'''</big>
The [[uodemo+]].exe is a modified uodemo.exe to unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== [[Special:AllPages]] ==
Dating the Ultima Online Demo
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Created page with 'To our knowledge the Ultima Online Demo can only be found on the Ultima Online Gold CD which was released around august 1998. There is some contradicting evidence related with t...'
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text/x-wiki
To our knowledge the Ultima Online Demo can only be found on the Ultima Online Gold CD which was released around august 1998.
There is some contradicting evidence related with the age of the code inside the UO Demo. Based on comparing the decompiled scripts with the Publish patch notes on [http://www.uoguide.com] we have found that the demo server code is based on the patch from April 1998. The client side of the [[uodemo.exe]] is, however, older: lack of support for 800x600 resolution, the layout of the options menu is different, remainders from the login encryption tell us the code is based on the older 1.23.xx clients.
62
56
2009-06-23T18:45:41Z
Batlin
3
Protected "[[Origins of the Ultima Online Demo]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
wikitext
text/x-wiki
To our knowledge the Ultima Online Demo can only be found on the Ultima Online Gold CD which was released around august 1998.
There is some contradicting evidence related with the age of the code inside the UO Demo. Based on comparing the decompiled scripts with the Publish patch notes on [http://www.uoguide.com] we have found that the demo server code is based on the patch from April 1998. The client side of the [[uodemo.exe]] is, however, older: lack of support for 800x600 resolution, the layout of the options menu is different, remainders from the login encryption tell us the code is based on the older 1.23.xx clients.
83
62
2009-06-24T11:13:41Z
Batlin
3
moved [[Origins of the Ultima Online Demo]] to [[Dating the Ultima Online Demo]]
wikitext
text/x-wiki
To our knowledge the Ultima Online Demo can only be found on the Ultima Online Gold CD which was released around august 1998.
There is some contradicting evidence related with the age of the code inside the UO Demo. Based on comparing the decompiled scripts with the Publish patch notes on [http://www.uoguide.com] we have found that the demo server code is based on the patch from April 1998. The client side of the [[uodemo.exe]] is, however, older: lack of support for 800x600 resolution, the layout of the options menu is different, remainders from the login encryption tell us the code is based on the older 1.23.xx clients.
86
83
2009-06-24T11:15:17Z
Batlin
3
wikitext
text/x-wiki
To our knowledge the Ultima Online Demo can only be found on the Ultima Online Gold CD which was released around august 1998.
There is some contradicting evidence related with the age of the code inside the UO Demo. Based on comparing the decompiled scripts with the Publish patch notes on [http://www.uoguide.com] we have found that the demo server code is based on the patch from April 1998 but some patches (not all) from the June 1998 patch are also included. The client side of the [[uodemo.exe]] is, however, older: lack of support for 800x600 resolution, the layout of the options menu is different, remainders from the login encryption tell us the code is based on the older 1.23.xx clients.
Uodemo+
0
15
58
2009-06-23T15:45:19Z
Batlin
3
Created page with '== Publish 9 == Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title a...'
wikitext
text/x-wiki
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object.
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file with requiring extra patches.
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6.
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic.
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constant) from the M script files.
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number.
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist.
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension.
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one.
59
58
2009-06-23T16:18:02Z
Batlin
3
wikitext
text/x-wiki
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object.
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches.
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6.
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic.
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constant) from the M script files.
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number.
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist.
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension.
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one.
64
59
2009-06-23T18:46:15Z
Batlin
3
Protected "[[Uodemo+]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
wikitext
text/x-wiki
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object.
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches.
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6.
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic.
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constant) from the M script files.
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number.
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist.
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension.
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one.
82
64
2009-06-24T10:54:51Z
Batlin
3
wikitext
text/x-wiki
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constant) from the M script files. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%202).rar]
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. Download : [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar]
88
82
2009-06-24T11:27:03Z
Batlin
3
wikitext
text/x-wiki
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rarDownload UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constant) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%202).rar Download UoDemo+ (Publish 2)]
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
89
88
2009-06-25T07:48:20Z
Batlin
3
wikitext
text/x-wiki
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%202).rar Download UoDemo+ (Publish 2)]
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
94
89
2009-07-09T18:43:54Z
Batlin
3
/* Publish 2 */
wikitext
text/x-wiki
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
95
94
2009-07-13T08:50:45Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 11+: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
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A list of supported environment variables:<br>
Publish 11+: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
Secrets
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2009-06-23T17:15:41Z
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Created page with 'The Ultima Online Demo contains some features that people didn't know about till now! '''Did you know you can tell the wisp to go away?'''<br> Say "dismiss" and the wisp will le...'
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The Ultima Online Demo contains some features that people didn't know about till now!
'''Did you know you can tell the wisp to go away?'''<br>
Say "dismiss" and the wisp will leave you alone and will start a live of its own.<br>
'''The poisoning script contains a serious bug.'''<br>
It took OSI until october to fix this bug: [http://update.uo.com/oldupdates/10-1-98.shtml]<br>
(with thanks to Dies Irae)<br>
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The Ultima Online Demo contains some features that people didn't know about till now!
'''Did you know you can tell the wisp to go away?'''<br>
Say "dismiss" and the wisp will leave you alone and will start a live of its own.<br>
'''The poisoning script contains a serious bug.'''<br>
It took OSI until october to fix this bug: [http://update.uo.com/oldupdates/10-1-98.shtml]<br>
(with thanks to Dies Irae)<br>
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The Ultima Online Demo contains some features that people didn't know about till now!
'''Did you know you can tell the wisp to go away?'''<br>
Say "dismiss" and the wisp will leave you alone and will start a live of its own.<br>
'''The poisoning script contains a serious bug.'''<br>
It took OSI until october to fix this bug: [http://update.uo.com/oldupdates/10-1-98.shtml]<br>
(with thanks to Dies Irae)<br>
'''login.txt'''<br>
The demo supports a file named login.txt, you have to place it in the root of the [[.rundir]] directory. The contents of that file will appear in your journal as soon as you log on to the demo server. Note: not all characters may appear but this seems to be limitation of the client and not the server, the packet contains the complete file.<br>
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The Ultima Online Demo contains some features that people didn't know about till now!
'''Did you know you can tell the wisp to go away?'''<br>
Say "dismiss" and the wisp will leave you alone and will start a life of its own.<br>
'''The poisoning script contains a serious bug.'''<br>
It took OSI until october to fix this bug: [http://update.uo.com/oldupdates/10-1-98.shtml]<br>
(with thanks to Dies Irae)<br>
'''login.txt'''<br>
The demo supports a file named login.txt, you have to place it in the root of the [[.rundir]] directory. The contents of that file will appear in your journal as soon as you log on to the demo server. Note: not all characters may appear but this seems to be limitation of the client and not the server, the packet contains the complete file.<br>
.rundir
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All the files inside the [[uodemo.dat]] file begin with "..\'''.rundir'''".
This directory contains 8 subdirectories : bank, books, chunks, classifier, convo, [[scripts]], [[uogolddemo]], weapons.
SERVERNAME
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'''SERVERNAME''' is a environment variable you can set to have the UO Gold Demo operate on a subdirectory other than the default "[[uogolddemo]]". However, doing this on the default [[uodemo.exe]] will actually make the demo stop because it cannot find that directory inside [[uodemo.dat]].
To make this work, [[uodemo.dat]] needs to be edited to include the new server directory.
Uodemo.dat
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This is a custom made archive file for the Ultima Online Gold Demo. To learn about the contents of this file please go to the [[.rundir]] section.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted separately, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire archive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadonly; // 0: writeable, <>0: read-only
int32 encryptedsize; // encrypted file size (not the actual file size)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual file size can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encrypted size will be atleast be 4 bytes (size of one int32).
Also note that it's recommended (but not required) for the encrypted file size to be a multiple of 8 due to how the GOST cipher works.
There are programs out there to extract the files from this DAT file.
DemoDat v0.34 [http://web.archive.org/web/19990127212423/uox.stratics.com/files.html]
Ultima Online uodemo.dat extractor 0.1b [http://aluigi.altervista.org/papers.htm#others-file]
The DemoDat utility can nowhere be found on the internet, if you have this utility let us know.
While it is technically possible to replace and add files in this archive file, no one has officially done the effort to do so.
Dynamic0.mul
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Found in ../[[.rundir]]/[[uogolddemo]]
This is the world save data file. The associated file [[dynidx0.mul]] is it's index.
This file is structured as a nested object list.
Each top level entity in the file begins with ''@=<type>'' and ends with ''@end''
Nested Entities do not require @end
Identified types (and guesses):
P=Player
E=Environment Var?
N=NPC/Creature
S=Shopkeeper
W=Wearable
D=Dynamic Item??: (Book,Board,Ingot,Small Fish,Rope)
C=Container
P Format:
@=P
<propery>=<value>
...
@=[D|C|E]
<propery>=<value>
...
@end
Dynidx0.mul
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This is an index into the root objects of dynamic0.mul
Root objects are those that begin with ''@=<value>'' and end with ''end''
Sub objects of each root entity are not indexed
the index format (appears to be):
int32 position
int32 length
int32 unknown (always 0x0000)
repeating for each object
Server.txt
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'''Server.txt''' is an important file and resides in the [[uogolddemo]] directory. It's the very first file the demo open and parses.
It is a text file and each line should have the following structure :
<VARIABLE VALUE>.
This is a list of supported ''string'' variables : '''name'''.<br>
This is a list of supported ''integer'' variables : '''id''', '''port''', '''width''', '''height''', '''x''', '''y''', '''startx''', '''starty''', '''spawnclient'''.<br>
This is a list of supported ''R/W'' variables : '''animdata''', '''art''', '''hues''', '''statics''', '''templates''', '''terrain''', '''resources''', '''tiledata'''
R/W variables are checked to be either "w" or "W", any other value defaults to non-W, this most probably indicates they allow for enabling of disabling the writing of certain data.
Some variables seem to be unsued in the demo and they could be indication of how the official OSI server worked internally, for example : name, id and port.
The variable "spawnclient" is mysterious one, if this variable is not in '''server.txt''' it will default to value "1". If its value is non-zero, then the uodemo will create a thread to run the client in. If its value is zero the server code keeps running but this has no effect at all since the actual client is not running. In this case the only way to terminate the uodemo is by closing it with the Windows Task Manager [http://en.wikipedia.org/wiki/Windows_Task_Manager]. This variable was probably used by OSI during the development of the UO Gold Demo.
Rundir
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Contents moved to [[.rundir]]
Sdb.txt
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'''sdb.txt''' is a file found in the [[scripts]] directory.
SDB most probably stands for String DataBase.
It's a text file containing strings in sequential order. The index number for each string entry is therefor the line number starting from 0.
It is not possible to insert or delete strings without having to modify each string reference inside the script files. Adding or replacing strings is possible by the simple means of a text editor like Windows Notepad.
Two sort of strings exist, a quoted string and a non-quoted string. Quoted strings normally begin and end with a " character. Please note this character can be replaced with random characters because the fact that a string is quoted or non-quoted is solely determined by the script files and not by the string database!
Uogolddemo
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The '''uogolddemo''' directory contains 8 files : [[dynamic0.mul]], [[dynidx0.mul]], regions.mul, resbank.mul, resregions.txt, [[server.txt]], staidx0.mul, statics0.mul.
NOTE: The "'''uogolddemo'''" directory can be changed by setting an environment variable [[SERVERNAME]].
Mass M Decompiler
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Created page with 'Presenting to you the Mass M Decompiler with VB.NET source code... This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C w...'
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Presenting to you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
Download [[File:Mass M Decompiler (Publish 1)]].
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2009-06-23T19:32:50Z
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wikitext
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Presenting you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
Publish 1 can be downloaded here: [http://uodemo.uo98.com/files/Mass%20M%20Decompiler%20(Publish%201).zip].
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Presenting you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
Publish 1 can be downloaded here: [http://uodemo.uo98.com/files/Mass%20M%20Decompiler%20(Publish%201).zip].
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Presenting you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
[http://uodemo.uo98.com/files/Mass%20M%20Decompiler%20(Publish%201).zip Download Mass M Decompiler (Publish 1)].
Technical information about the M files can be found [[scripts|here]].
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Presenting you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
'''Current:'''<br>
[http://uodemo.uo98.com/files/Mass%20M%20Decompiler%20(Publish%202).zip Download Mass M Decompiler (Publish 2)].<br>
NOTE: Publish 2 fixes the include statement to make it compatible with the actual script contents
'''Archived:'''<br>
[http://uodemo.uo98.com/files/Mass%20M%20Decompiler%20(Publish%201).zip Download Mass M Decompiler (Publish 1)].
Technical information about the M files can be found [[scripts|here]].
Origins of the Ultima Online Demo
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moved [[Origins of the Ultima Online Demo]] to [[Dating the Ultima Online Demo]]
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#REDIRECT [[Dating the Ultima Online Demo]]
UoDmClnt
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2009-07-13T09:24:06Z
Batlin
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Created page with ''''UoDmClnt''' was invented to make [[uodemo+]] Publish 10 work. OSI made a lot of protocol changes and even the client that comes on the Ultima Online Gold CD does not work 100...'
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'''UoDmClnt''' was invented to make [[uodemo+]] Publish 10 work.
OSI made a lot of protocol changes and even the client that comes on the Ultima Online Gold CD does not work 100% with the patched [[UoDemo+]]. The best shot to make this work was to patch the demo to act a real client.
To make this work download the UoDmClnt and place it somewhere on your PC, preferably in your UO game directory. You also have to creata a file UoDmClnt.cfg in your UO game directory (same directory where login.cfg and uo.cfg are found).
Give it these contents: '''DemoServer=<IP>,<PORT>'''
The <IP> is the IP address of the computer running the UoDemo+ server. The <PORT> is the port number as in [[server.txt]], by default this is 10016. Never use 127.0.0.1 as the <IP>, as this is the fixed IP address used by the internal client of the UoDemo+ server.
== Publish 2 ==
The Sleep patch was modified. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%202).rar Download UoDmClnt (Publish 2)]
== Publish 1 ==
Added missing socket functions and replaced the calls to the linked list with calls to the socket functions. Also a Sleep patch was added. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%201).rar Download UoDmClnt (Publish 1)]
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'''UoDmClnt''' was invented to make [[uodemo+]] Publish 10 work.
OSI made a lot of protocol changes and even the client that comes on the Ultima Online Gold CD does not work 100% with the patched [[UoDemo+]]. The best shot to make this work was to patch the demo to act as a real client.
To make this work download the UoDmClnt and place it somewhere on your PC, preferably in your UO game directory. You also have to creata a file UoDmClnt.cfg in your UO game directory (same directory where login.cfg and uo.cfg are found).
Give it these contents: '''DemoServer=<IP>,<PORT>'''
The <IP> is the IP address of the computer running the UoDemo+ server. The <PORT> is the port number as in [[server.txt]], by default this is 10016. Never use 127.0.0.1 as the <IP>, as this is the fixed IP address used by the internal client of the UoDemo+ server.
== Publish 2 ==
The Sleep patch was modified. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%202).rar Download UoDmClnt (Publish 2)]
== Publish 1 ==
Added missing socket functions and replaced the calls to the linked list with calls to the socket functions. Also a Sleep patch was added. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%201).rar Download UoDmClnt (Publish 1)]
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2009-07-13T11:38:45Z
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text/x-wiki
'''UoDmClnt''' was invented to make [[uodemo+]] Publish 10 work.
OSI made a lot of protocol changes and even the client that comes on the Ultima Online Gold CD does not work 100% with the patched [[uodemo+]]. The best shot to make this work was to patch the demo to act as a real client.
Download the UoDmClnt and place it somewhere on your PC, preferably in your UO game directory. You have to create a file '''UoDmClnt.cfg''' in your UO game directory (same directory where ''login.cfg'' and ''uo.cfg'' are found).
Give it these contents: '''DemoServer=<IP>,<PORT>'''
The <IP> is the IP address of the computer running the UoDemo+ server. The <PORT> is the port number as in [[server.txt]], by default this is 10016. Never use 127.0.0.1 as the <IP>, as this is the fixed IP address used by the internal client of the UoDemo+ server.
== Publish 2 ==
The timings of the Sleep patch were improved. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%202).rar Download UoDmClnt (Publish 2)]
== Publish 1 ==
Added missing socket functions and replaced the calls to the linked list with calls to the socket functions. Also a Sleep patch was added. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%201).rar Download UoDmClnt (Publish 1)]
UoDmClnt
0
19
101
100
2009-07-13T11:39:05Z
Batlin
3
Protected "[[UoDmClnt]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
wikitext
text/x-wiki
'''UoDmClnt''' was invented to make [[uodemo+]] Publish 10 work.
OSI made a lot of protocol changes and even the client that comes on the Ultima Online Gold CD does not work 100% with the patched [[uodemo+]]. The best shot to make this work was to patch the demo to act as a real client.
Download the UoDmClnt and place it somewhere on your PC, preferably in your UO game directory. You have to create a file '''UoDmClnt.cfg''' in your UO game directory (same directory where ''login.cfg'' and ''uo.cfg'' are found).
Give it these contents: '''DemoServer=<IP>,<PORT>'''
The <IP> is the IP address of the computer running the UoDemo+ server. The <PORT> is the port number as in [[server.txt]], by default this is 10016. Never use 127.0.0.1 as the <IP>, as this is the fixed IP address used by the internal client of the UoDemo+ server.
== Publish 2 ==
The timings of the Sleep patch were improved. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%202).rar Download UoDmClnt (Publish 2)]
== Publish 1 ==
Added missing socket functions and replaced the calls to the linked list with calls to the socket functions. Also a Sleep patch was added. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%201).rar Download UoDmClnt (Publish 1)]
131
101
2009-12-23T21:50:47Z
Batlin
3
wikitext
text/x-wiki
'''UoDmClnt''' was invented to make [[uodemo+]] Publish 10 work.
OSI made a lot of protocol changes and even the client that comes on the Ultima Online Gold CD does not work 100% with the patched [[uodemo+]]. The best shot to make this work was to patch the demo to act as a real client.
Download the UoDmClnt and place it somewhere on your PC, preferably in your UO game directory. You have to create a file '''UoDmClnt.cfg''' in your UO game directory (same directory where ''login.cfg'' and ''uo.cfg'' are found).
Give it these contents: '''DemoServer=<IP>,<PORT>'''
The <IP> is the IP address of the computer running the UoDemo+ server. The <PORT> is the port number as in [[server.txt]], by default this is 10016. Never use 127.0.0.1 as the <IP>, as this is the fixed IP address used by the internal client of the UoDemo+ server.
== Publish 3 ==
You can now use REGKEYNAME to override the registry subkey, default is "1.0". [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%203).rar Download UoDmClnt (Publish 3)]
== Publish 2 ==
The timings of the Sleep patch were improved. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%202).rar Download UoDmClnt (Publish 2)]
== Publish 1 ==
Added missing socket functions and replaced the calls to the linked list with calls to the socket functions. Also a Sleep patch was added. [http://uodemo.uo98.com/files/UoDmClnt%20(Publish%201).rar Download UoDmClnt (Publish 1)]
135
131
2009-12-29T14:44:26Z
Batlin
3
wikitext
text/x-wiki
'''UoDmClnt''' was invented to make [[uodemo+]] Publish 10 work.
OSI made a lot of protocol changes and even the client that comes on the Ultima Online Gold CD does not work 100% with the patched [[uodemo+]]. The best shot to make this work was to patch the demo to act as a real client.
Download the UoDmClnt and place it somewhere on your PC, preferably in your UO game directory. You have to create a file '''UoDmClnt.cfg''' in your UO game directory (same directory where ''login.cfg'' and ''uo.cfg'' are found).
Give it these contents: '''DemoServer=<IP>,<PORT>'''
The <IP> is the IP address of the computer running the UoDemo+ server. The <PORT> is the port number as in [[server.txt]], by default this is 10016. Never use 127.0.0.1 as the <IP>, as this is the fixed IP address used by the internal client of the UoDemo+ server.
== Publish 3 ==
You can now use REGKEYNAME to override the registry subkey, default is "1.0". [http://download.joinuo.com/UoDmClnt/UoDmClnt%20(Publish%203).rar Download UoDmClnt (Publish 3)]
== Publish 2 ==
The timings of the Sleep patch were improved. [http://download.joinuo.com/UoDmClnt/UoDmClnt%20(Publish%202).rar Download UoDmClnt (Publish 2)]
== Publish 1 ==
Added missing socket functions and replaced the calls to the linked list with calls to the socket functions. Also a Sleep patch was added. [http://download.joinuo.com/UoDmClnt/UoDmClnt%20(Publish%201).rar Download UoDmClnt (Publish 1)]
140
135
2010-01-14T22:39:15Z
Batlin
3
wikitext
text/x-wiki
'''UoDmClnt''' was invented to make [[uodemo+]] Publish 10 work.
OSI made a lot of protocol changes and even the client that comes on the Ultima Online Gold CD does not work 100% with the patched [[uodemo+]]. The best shot to make this work was to patch the demo to act as a real client.
Download the UoDmClnt and place it somewhere on your PC, preferably in your UO game directory. You have to create a file '''UoDmClnt.cfg''' in your UO game directory (same directory where ''login.cfg'' and ''uo.cfg'' are found).
Give it these contents: '''DemoServer=<IP>,<PORT>'''
The <IP> is the IP address of the computer running the UoDemo+ server. The <PORT> is the port number as in [[server.txt]], by default this is 10016. Never use 127.0.0.1 as the <IP>, as this is the fixed IP address used by the internal client of the UoDemo+ server.
== Publish 4 ==
The automatic logon process has been removed, you can now create type an account name (depends on server though!) and create new characters. [http://download.joinuo.com/UoDmClnt/UoDmClnt%20(Publish%204).rar Download UoDmClnt (Publish 4)]
== Publish 3 ==
You can now use REGKEYNAME to override the registry subkey, default is "1.0". [http://download.joinuo.com/UoDmClnt/UoDmClnt%20(Publish%203).rar Download UoDmClnt (Publish 3)]
== Publish 2 ==
The timings of the Sleep patch were improved. [http://download.joinuo.com/UoDmClnt/UoDmClnt%20(Publish%202).rar Download UoDmClnt (Publish 2)]
== Publish 1 ==
Added missing socket functions and replaced the calls to the linked list with calls to the socket functions. Also a Sleep patch was added. [http://download.joinuo.com/UoDmClnt/UoDmClnt%20(Publish%201).rar Download UoDmClnt (Publish 1)]
Uodemo+
0
15
102
96
2009-08-20T09:08:41Z
Batlin
3
/* Publish 11 */
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 11+: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: The divide by two was intended, see [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
103
102
2009-08-20T09:09:55Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 11+: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
104
103
2009-08-20T09:10:20Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
129
104
2009-12-23T21:47:51Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 12: REGKYENAME = <registry key name><br>
Publish 12: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 12 ==
The twelfth publish of the demo reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
130
129
2009-12-23T21:48:12Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 12: REGKEYNAME = <registry key name><br>
Publish 12: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 12 ==
The twelfth publish of the demo reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://uodemo.uo98.com/files/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
136
130
2009-12-29T14:58:46Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 13+: IGNOREDYNIDX0 = YES/NO<br>
Publish 12+: REGKEYNAME = <registry key name><br>
Publish 12+: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
139
136
2010-01-14T12:36:03Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 14+: USEACCOUNTNAME = YES/NO<br>
Publish 14+: MANUALLOGON = YES/NO<br>
Publish 13+: IGNOREDYNIDX0 = YES/NO<br>
Publish 12+: REGKEYNAME = <registry key name><br>
Publish 12+: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 14 ==
The fourteenth publish of the uodemo+ adds an option (USEACCOUNTNAME) to process the Account Name as if it were an Account ID! ''AccountID = atoi(AccountName)''. You can now also disable the automatic logon process by setting MANUALLOGON to YES. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2014).rar Download UoDemo+ (Publish 14)]<br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
141
139
2010-01-15T16:13:48Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 14+: USEACCOUNTNAME = YES/NO<br>
Publish 14+: MANUALLOGON = YES/NO<br>
Publish 13+: IGNOREDYNIDX0 = YES/NO<br>
Publish 12+: REGKEYNAME = <registry key name><br>
Publish 12+: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 14 ==
The fourteenth publish of the uodemo+ adds an option (USEACCOUNTNAME) to process the Account Name as if it were an AccountID! ''AccountID = atoi(AccountName)''. You can now also disable the automatic logon process by setting MANUALLOGON to YES. A possibility to redirect scripts has been introduced. The formula is "SET <scriptname>.m=<newscriptname>.m". The new Ultima Online Demo script still requires the .q extension at the end of its file name. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2014).rar Download UoDemo+ (Publish 14)]<br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
Uodemo.exe
0
10
105
73
2009-08-21T12:11:02Z
Batlin
3
wikitext
text/x-wiki
== General ==
This is the Win32 executable for the Ultima Online Gold Demo. It comes with the installer on the Ultima Online Gold CD, the demo requires that the client is installed becauses it uses the graphics and sounds from the client installation.
The version on the CD is 1.09. If there are other version of uodemo.exe out there, we would like to know.
It's been proven that the uodemo contains a full server and a full client. The client and server communicate with each other with the same protocol as the regular client and official OSI servers did back in the days. Unlike the official protocol the packets are send unencrypted. Also note that these packets are not send through sockets but by the simple means of a linked list in memory.
== Multi-threading ==
The executable implements 3 threads.<br>
thread 1: the server code runs in the default thread (and spawns the 2 other threads)<br>
thread 2: the server-side UI thread, this one only controls the server start/exit window<br>
thread 3: the client-side thread, this thread runs the same code like we can find in the old OSI UO clients<br>
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== General ==
This is the Win32 executable for the Ultima Online Gold Demo. It comes with the installer on the Ultima Online Gold CD, the demo requires that the client is installed becauses it uses the graphics and sounds from the client installation.
The version on the CD is 1.09. If there are other version of uodemo.exe out there, we would like to know.
It's been proven that the uodemo contains a full server and a full client. The client and server communicate with each other with the same protocol as the regular client and official OSI servers did back in the days. Unlike the official protocol the packets are send unencrypted. Also note that these packets are not send through sockets but by the simple means of a linked list in memory.
== Multi-threading ==
The executable implements 3 threads.<br>
thread 1: the server code runs in the default thread (and spawns the 2 other threads)<br>
thread 2: the server-side UI thread, this one only controls the server start/exit window<br>
thread 3: the client-side thread, this thread runs the same code like we can find in the old OSI UO clients<br>
== Multiple libraries ==
The demo contains enough proof to tell us that it has been built using different compiler settings, thus it's one final link of libraries each compiled at a different time and/or location. Some libraries use the EBP-stack frame technique whereas other functions access the stack through the ESP register directly. Also, different alignment fillers are found and some functions are not aligned at all.
== The server code ==
The server code is a very complex piece of software. What is currently known from reverse-engineering the uodemo server code has been placed here : [[Server Code]]
Server Code
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Created page with '== The core versus The runtime engine. == The server side consist of atleast 3 big engines: 1) the communication engine (sending and receiving packets) 2) the time manager 3)...'
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== The core versus The runtime engine. ==
The server side consist of atleast 3 big engines:
1) the communication engine (sending and receiving packets)
2) the time manager
3) the runtime engine
== The communication engine ==
Inside the main loop of the server the sequence is always:
1) receive packets
2) send packets
3) handle packets
4) execute the time manager
After packets are received they are handled immediately. If a new packet needs to be sent it will be put in a buffer that's send on the next loop.
== The runtime engine ==
The runtime engine executes the scripts, scripts are linked either in the template stable (a file containing all object definitions) or the skill table (a file containing all skill definitions). Thus the runtime engine is not really an engine on its own but gets called through player interaction and through the time manager in case of events.
== The event system ==
Inside the [[scripts]] we can find event function definitions. Since scripts are attached (dynamically) to objects those events are attached to the objects too. When an event is triggered then the related event function is executed (operating on the specific object). The events are triggered throughout the server code depending on the event meaning. For example, the "''washit''" (was hit) event is triggered when damage is applied to a mobile and when "''doDamageXXX''" functions are called. Another method of triggering an event is the "''triggerScript''" function which is used in some scripts like the "''dragonai''" script.
Event definitions can preceeded with a number between 0 and 1000. This number is a chance indicator. The following check can be found inside the server code:
// EIP=004CE288
if(event_chance == 1000)
{
// add event to the execute list
}
else if(rand() & 0x3FF < event_chance)
{
// add event to the execute list
}
Event functions must return a number either 0 or 1. When the returned value is 0 then the remaining triggers are not executed. This was found by testing only and has not yet been proved inside the server code!
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Protected "[[Server Code]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
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text/x-wiki
== The core versus The runtime engine. ==
The server side consist of atleast 3 big engines:
1) the communication engine (sending and receiving packets)
2) the time manager
3) the runtime engine
== The communication engine ==
Inside the main loop of the server the sequence is always:
1) receive packets
2) send packets
3) handle packets
4) execute the time manager
After packets are received they are handled immediately. If a new packet needs to be sent it will be put in a buffer that's send on the next loop.
== The runtime engine ==
The runtime engine executes the scripts, scripts are linked either in the template stable (a file containing all object definitions) or the skill table (a file containing all skill definitions). Thus the runtime engine is not really an engine on its own but gets called through player interaction and through the time manager in case of events.
== The event system ==
Inside the [[scripts]] we can find event function definitions. Since scripts are attached (dynamically) to objects those events are attached to the objects too. When an event is triggered then the related event function is executed (operating on the specific object). The events are triggered throughout the server code depending on the event meaning. For example, the "''washit''" (was hit) event is triggered when damage is applied to a mobile and when "''doDamageXXX''" functions are called. Another method of triggering an event is the "''triggerScript''" function which is used in some scripts like the "''dragonai''" script.
Event definitions can preceeded with a number between 0 and 1000. This number is a chance indicator. The following check can be found inside the server code:
// EIP=004CE288
if(event_chance == 1000)
{
// add event to the execute list
}
else if(rand() & 0x3FF < event_chance)
{
// add event to the execute list
}
Event functions must return a number either 0 or 1. When the returned value is 0 then the remaining triggers are not executed. This was found by testing only and has not yet been proved inside the server code!
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/* The runtime engine */
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text/x-wiki
== The core versus The runtime engine. ==
The server side consist of atleast 3 big engines:
1) the communication engine (sending and receiving packets)
2) the time manager
3) the runtime engine
== The communication engine ==
Inside the main loop of the server the sequence is always:
1) receive packets
2) send packets
3) handle packets
4) execute the time manager
After packets are received they are handled immediately. If a new packet needs to be sent it will be put in a buffer that's send on the next loop.
== The runtime engine ==
The runtime engine executes the scripts, scripts are linked either in the template stable (a file containing all object definitions) or the skill table (a file containing all skill definitions). Thus the runtime engine is not really an engine on its own but gets called through player interaction and through the time manager in case of events.
A complete list of commands the scripts can use has been published here: [[Command List|Ultima Online Demo Command List]]
== The event system ==
Inside the [[scripts]] we can find event function definitions. Since scripts are attached (dynamically) to objects those events are attached to the objects too. When an event is triggered then the related event function is executed (operating on the specific object). The events are triggered throughout the server code depending on the event meaning. For example, the "''washit''" (was hit) event is triggered when damage is applied to a mobile and when "''doDamageXXX''" functions are called. Another method of triggering an event is the "''triggerScript''" function which is used in some scripts like the "''dragonai''" script.
Event definitions can preceeded with a number between 0 and 1000. This number is a chance indicator. The following check can be found inside the server code:
// EIP=004CE288
if(event_chance == 1000)
{
// add event to the execute list
}
else if(rand() & 0x3FF < event_chance)
{
// add event to the execute list
}
Event functions must return a number either 0 or 1. When the returned value is 0 then the remaining triggers are not executed. This was found by testing only and has not yet been proved inside the server code!
Uodemo.dat
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This is a custom made archive file for the Ultima Online Gold Demo. To learn about the contents of this file please go to the [[.rundir]] section.
The archive is divided in 2 area's:
header area (dynamic in size, the size is a multiple of 280 bytes)
data area (dynamic in size)
The header area consists of minimum 1 header and can contain up to 3000 files. More files are simply not supported by the code. If the filename in the header is equal to "@@@.@@@" then the end of the header area is reached. The end of the header area marks the beginning of the data area.
The file is encrypted using the GOST block cipher.
Each header is encrypted separately, the data of each file is encrypted in blocks of 4KB (4096 bytes).
The same encryption/decryption key is used for the entire archive.
One header entry is 280 bytes in size.
struct datheader
{
char filename[260]; // 260 is MAX_PATH in Windows
int32 filepointer; // this pointer is relative from the beginning of the data area
int32 maximumsize; // if set, the file can grow until this size is reached
int32 isreadonly; // 0: writeable, <>0: read-only
int32 encryptedsize; // encrypted file size (not the actual file size)
int32 fileposition; // internally used by [[uodemo.exe]], not relevant for reading from the archive
};
The actual file size can be obtained by reading the last int32 in the file data after decryption.
This means that for a 0 length file, the encrypted size will be atleast be 4 bytes (size of one int32).
Also note that it's recommended (but not required) for the encrypted file size to be a multiple of 8 due to how the GOST cipher works.
There are programs out there to extract the files from this DAT file.
DemoDat v0.34 [http://web.archive.org/web/19990127212423/uox.stratics.com/files.html]
Ultima Online uodemo.dat extractor 0.1b [http://aluigi.altervista.org/papers.htm#others-file]
The DemoDat utility can nowhere be found on the internet, if you have this utility let us know.
While it is technically possible to replace and add files in this archive file, no one has officially done the effort to do so.
Main Page
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<big>'''Welcome the UO Demo Wiki.'''</big>
Click here to read more about the [[Dating the Ultima Online Demo]].
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''UO Demo+.'''</big>
The [[uodemo+]].exe is a modified uodemo.exe to unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
<big>'''UO Demo Forum'''</big>
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== [[Special:AllPages]] ==
Dynamic0.mul
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Found in ../[[.rundir]]/[[uogolddemo]]
This is the world save data file. The associated file [[dynidx0.mul]] is it's index.
This file is structured as a nested object list.
Each top level entity in the file begins with ''@=<type>'' and ends with ''@end''
Nested Entities do not require @end
Identified types (and guesses):
P=Player
E=Environment Var?
G=Guard
N=NPC/Creature
S=Shopkeeper
W=Wearable
D=Dynamic Item??: (Book,Board,Ingot,Small Fish,Rope)
C=Container
P Format:
@=P
<propery>=<value>
...
@=[D|C|E]
<propery>=<value>
...
@end
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Found in ../[[.rundir]]/[[uogolddemo]]
This is the world save data file. The associated file [[dynidx0.mul]] is it's index.
This file is structured as a nested object list.
Each top level entity in the file begins with ''@=<type>'' and ends with ''@end''
Nested Entities do not require @end
Identified types (and guesses):
B=Buliiten Board
C=Container
D=Dynamic Item??: (Book,Board,Ingot,Small Fish,Rope)
E=Chunk Egg
G=Guard
N=NPC/Creature
P=Player
S=Shopkeeper
W=Wearable (Weapon,Armor)
Z=Item
P Format:
@=P
<propery>=<value>
...
@=[D|C|E]
<propery>=<value>
...
@end
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Found in ../[[.rundir]]/[[uogolddemo]]
This is the world save data file. The associated file [[dynidx0.mul]] is it's index.
This file is structured as a nested object list.
Each top level entity in the file begins with ''@=<type>'' and ends with ''@end''
Nested Entities do not require @end
Identified types (and guesses):
B=Bulletin Board
C=Container
D=Dynamic Item??: (Book,Board,Ingot,Small Fish,Rope)
E=Chunk Egg
G=Guard
N=NPC/Creature
P=Player
S=Shopkeeper
W=Wearable (Weapon,Armor)
Z=Item
P Format:
@=P
<propery>=<value>
...
@=[D|C|E]
<propery>=<value>
...
@end
Mass M Decompiler
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Presenting you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
If you need assistance with using the Mass M Decompiler please search or post your question at JoinUO : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
'''Current:'''<br>
[http://uodemo.uo98.com/files/Mass%20M%20Decompiler%20(Publish%202).zip Download Mass M Decompiler (Publish 2)].<br>
NOTE: Publish 2 fixes the include statement to make it compatible with the actual script contents
'''Archived:'''<br>
[http://uodemo.uo98.com/files/Mass%20M%20Decompiler%20(Publish%201).zip Download Mass M Decompiler (Publish 1)].
Technical information about the M files can be found [[scripts|here]].
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Presenting you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
If you need assistance with using the Mass M Decompiler please search or post your question at JoinUO : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
'''Current:'''<br>
[http://download.joinuo.com/Mass%20M%20Decompiler/Mass%20M%20Decompiler%20(Publish%202).zip Download Mass M Decompiler (Publish 2)].<br>
NOTE: Publish 2 fixes the include statement to make it compatible with the actual script contents
'''Archived:'''<br>
[http://download.joinuo.com/Mass%20M%20Decompiler/Mass%20M%20Decompiler%20(Publish%201).zip Download Mass M Decompiler (Publish 1)].
Technical information about the M files can be found [[scripts|here]].
Command List
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Created page with '== Internal Statements: == void TK_IF(integer, integer);<br> void TK_ELSE(integer);<br> void TK_ENDIF(void);<br> void TK_WHILE(integer, integer);<br> void TK_ENDWHILE(integer);<...'
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== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer objtoint(object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer strtoi(string);<br>
integer strlen(string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer hasScript(object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object NULL(void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location getRelayLoc(object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVritueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string objToStr(object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer getPulseNum(void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer isEditing(object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer getPlayAge(object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer getAccountNum(object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer abs(integer);<br>
integer isGoldAccount(object);<br>
147
146
2010-01-21T21:33:34Z
81.83.66.38
0
Fixed error reported by Faust
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer objtoint(object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer strtoi(string);<br>
integer strlen(string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer hasScript(object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object NULL(void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location getRelayLoc(object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string objToStr(object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer getPulseNum(void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer isEditing(object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer getPlayAge(object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer getAccountNum(object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer abs(integer);<br>
integer isGoldAccount(object);<br>
148
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/* All Public Functions: */
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer hasScript(object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location getRelayLoc(object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer getPulseNum(void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer isEditing(object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer getPlayAge(object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer getAccountNum(object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
149
148
2010-01-24T20:40:11Z
Batlin
3
Protected "[[Command List]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer hasScript(object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location getRelayLoc(object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer getPulseNum(void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer isEditing(object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer getPlayAge(object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer getAccountNum(object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
154
149
2010-01-24T20:46:30Z
Batlin
3
Changed protection level for "[[Command List]]": Counter-productive edit warring ([edit=sysop] (indefinite) [move=sysop] (indefinite)) [cascading]
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer hasScript(object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location getRelayLoc(object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer getPulseNum(void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer isEditing(object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer getPlayAge(object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer getAccountNum(object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
163
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2010-01-24T21:22:50Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer hasScript(object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location getRelayLoc(object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer getAccountNum(object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer hasScript(object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location getRelayLoc(object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
Objtoint
0
38
150
2010-01-24T20:43:30Z
Batlin
3
Created page with 'integer '''objtoint'''(object ''AnyObject''); This function will return the serial (numerical identifier) of any object. No check is made to see if the object actually exists or...'
wikitext
text/x-wiki
integer '''objtoint'''(object ''AnyObject'');
This function will return the serial (numerical identifier) of any object. No check is made to see if the object actually exists or not.
151
150
2010-01-24T20:43:49Z
Batlin
3
Protected "[[Objtoint]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''objtoint'''(object ''AnyObject'');
This function will return the serial (numerical identifier) of any object. No check is made to see if the object actually exists or not.
Strtoi
0
39
152
2010-01-24T20:45:29Z
Batlin
3
Created page with 'integer '''strtoi'''(string ''AnyString''); Converts a string to a signed integer. This is implemented by using the ''atoi'' C function.'
wikitext
text/x-wiki
integer '''strtoi'''(string ''AnyString'');
Converts a string to a signed integer. This is implemented by using the ''atoi'' C function.
153
152
2010-01-24T20:45:52Z
Batlin
3
Protected "[[Strtoi]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''strtoi'''(string ''AnyString'');
Converts a string to a signed integer. This is implemented by using the ''atoi'' C function.
Strlen
0
40
155
2010-01-24T20:48:04Z
Batlin
3
Created page with 'integer '''strlen'''(string ''AnyString''); Returns the length of a string in characters. This is implemented internally by calling the ''strlen'' C function.'
wikitext
text/x-wiki
integer '''strlen'''(string ''AnyString'');
Returns the length of a string in characters. This is implemented internally by calling the ''strlen'' C function.
156
155
2010-01-24T20:48:10Z
Batlin
3
Protected "[[Strlen]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''strlen'''(string ''AnyString'');
Returns the length of a string in characters. This is implemented internally by calling the ''strlen'' C function.
NULL
0
41
157
2010-01-24T21:00:48Z
Batlin
3
Created page with 'object '''NULL'''(void); This returns an object with a fixed serial of 0. It is important to note that this is a function so you must use it with round brackets (). This is diff...'
wikitext
text/x-wiki
object '''NULL'''(void);
This returns an object with a fixed serial of 0.
It is important to note that this is a function so you must use it with round brackets (). This is different from the C language!
Therefor the following 2 code examples are equal:
<code><pre>// Example 1
if(getWeapon(this) == NULL () ) // Notice the () after NULL !!!
{
systemMessage(this, "I am unarmed!");
}
else
{
systemMessage(this, "I am armed!");
}
</pre></code>
<code><pre>
// Example 2
if(objtoint(getWeapon(this)) == 0)
{
systemMessage(this, "I am unarmed!");
}
else
{
systemMessage(this, "I am armed!");
}
</pre></code>
158
157
2010-01-24T21:00:54Z
Batlin
3
Protected "[[NULL]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
object '''NULL'''(void);
This returns an object with a fixed serial of 0.
It is important to note that this is a function so you must use it with round brackets (). This is different from the C language!
Therefor the following 2 code examples are equal:
<code><pre>// Example 1
if(getWeapon(this) == NULL () ) // Notice the () after NULL !!!
{
systemMessage(this, "I am unarmed!");
}
else
{
systemMessage(this, "I am armed!");
}
</pre></code>
<code><pre>
// Example 2
if(objtoint(getWeapon(this)) == 0)
{
systemMessage(this, "I am unarmed!");
}
else
{
systemMessage(this, "I am armed!");
}
</pre></code>
Abs
0
42
159
2010-01-24T21:09:24Z
Batlin
3
Created page with 'integer '''abs'''(integer ''AnyInteger''); This returns the absolute value of an integer. Integers range from −2147483648 to +2147483647. Please note that abs(-2147483648) wil...'
wikitext
text/x-wiki
integer '''abs'''(integer ''AnyInteger'');
This returns the absolute value of an integer.
Integers range from −2147483648 to +2147483647.
Please note that abs(-2147483648) will return -2147483648 since its absolute value 2147483648 is outside the range of the integer type.
<code><pre>
if( abs(−2147483647) == 2147483647 )
{
systemMessage(this, "abs() test succeeded");
}
else
{
systemMessage(this, "abs() test failed");
}
</pre></code>
160
159
2010-01-24T21:09:39Z
Batlin
3
Protected "[[Abs]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite)) [cascading]
wikitext
text/x-wiki
integer '''abs'''(integer ''AnyInteger'');
This returns the absolute value of an integer.
Integers range from −2147483648 to +2147483647.
Please note that abs(-2147483648) will return -2147483648 since its absolute value 2147483648 is outside the range of the integer type.
<code><pre>
if( abs(−2147483647) == 2147483647 )
{
systemMessage(this, "abs() test succeeded");
}
else
{
systemMessage(this, "abs() test failed");
}
</pre></code>
ObjToStr
0
43
161
2010-01-24T21:13:34Z
Batlin
3
Created page with 'string '''objToStr'''(object AnyObject''Italic text''); This function will return the serial (numerical identifier) of any object as a string. The serial is represented as an un...'
wikitext
text/x-wiki
string '''objToStr'''(object AnyObject''Italic text'');
This function will return the serial (numerical identifier) of any object as a string. The serial is represented as an unsigned integer ranging from 0 to 4294967295. No check is made to see if the object actually exists or not.
162
161
2010-01-24T21:13:41Z
Batlin
3
Protected "[[ObjToStr]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
string '''objToStr'''(object AnyObject''Italic text'');
This function will return the serial (numerical identifier) of any object as a string. The serial is represented as an unsigned integer ranging from 0 to 4294967295. No check is made to see if the object actually exists or not.
GetPulseNum
0
44
164
2010-01-24T21:25:08Z
Batlin
3
Created page with 'integer '''getPulseNum'''(void); The Pulse Number is the current tick the server is in. One tick is around 250 milliseconds (depending on the server load a tick can be longer th...'
wikitext
text/x-wiki
integer '''getPulseNum'''(void);
The Pulse Number is the current tick the server is in. One tick is around 250 milliseconds (depending on the server load a tick can be longer than 250ms). The Pulse Number is reset to 0 every time the server starts.
165
164
2010-01-24T21:25:20Z
Batlin
3
Protected "[[GetPulseNum]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''getPulseNum'''(void);
The Pulse Number is the current tick the server is in. One tick is around 250 milliseconds (depending on the server load a tick can be longer than 250ms). The Pulse Number is reset to 0 every time the server starts.
IsEditing
0
45
166
2010-01-24T21:28:27Z
Batlin
3
Created page with 'integer '''isEditing'''(object ''PlayerObject''); This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Editing Mode, otherwis...'
wikitext
text/x-wiki
integer '''isEditing'''(object ''PlayerObject'');
This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Editing Mode, otherwise 1 is returned. Editing Mode can only be obtained by connecting to the demo server with a GOD client. This involves sending Packet 0x04.
167
166
2010-01-24T21:28:44Z
Batlin
3
Protected "[[IsEditing]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''isEditing'''(object ''PlayerObject'');
This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Editing Mode, otherwise 1 is returned. Editing Mode can only be obtained by connecting to the demo server with a GOD client. This involves sending Packet 0x04.
GetPlayAge
0
46
168
2010-01-24T21:45:03Z
Batlin
3
Created page with 'integer '''getPlayAge'''(object ''PlayerObject''); This function will return the player's (character's) age. The play age is only increased every 2048 ticks or ±8.5 minutes.'
wikitext
text/x-wiki
integer '''getPlayAge'''(object ''PlayerObject'');
This function will return the player's (character's) age. The play age is only increased every 2048 ticks or ±8.5 minutes.
169
168
2010-01-24T21:45:12Z
Batlin
3
Protected "[[GetPlayAge]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''getPlayAge'''(object ''PlayerObject'');
This function will return the player's (character's) age. The play age is only increased every 2048 ticks or ±8.5 minutes.
GetAccountNum
0
47
171
2010-01-24T22:08:43Z
Batlin
3
Created page with 'integer '''getAccountNum'''(object PlayerObject); getAccountNum returns the account number of a player object (character). If no valid player object was provided then the functi...'
wikitext
text/x-wiki
integer '''getAccountNum'''(object PlayerObject);
getAccountNum returns the account number of a player object (character). If no valid player object was provided then the function will return 0. Normally, the Avatar character has a fixed account number of 2130706433.
For "UoDemo+, Publish 14 and upwards" Server Operators you can use the following pseudo-check to detect yourself (if you didn't override the account number that is):
<code><pre>
if( getAccountNum( player_to_check ) == 2130706433 )
{
systemMessage("I am the one running UoDemo+, Publish 14.");
}
</pre></code>
GetAccountNum
0
47
172
171
2010-01-24T22:08:53Z
Batlin
3
Protected "[[GetAccountNum]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''getAccountNum'''(object PlayerObject);
getAccountNum returns the account number of a player object (character). If no valid player object was provided then the function will return 0. Normally, the Avatar character has a fixed account number of 2130706433.
For "UoDemo+, Publish 14 and upwards" Server Operators you can use the following pseudo-check to detect yourself (if you didn't override the account number that is):
<code><pre>
if( getAccountNum( player_to_check ) == 2130706433 )
{
systemMessage("I am the one running UoDemo+, Publish 14.");
}
</pre></code>
173
172
2010-01-24T22:15:36Z
Batlin
3
wikitext
text/x-wiki
integer '''getAccountNum'''(object PlayerObject);
getAccountNum returns the account number of a player object (character). If no valid player object was provided then the function will return 0. Normally, the Avatar character has a fixed account number of 2130706433.
"UoDemo+, Publish 14 and upwards" Server Operators can use the following check to detect themselves (if they didn't override the account number that is):
<code><pre>// Example Code
if( getAccountNum( player_to_check ) == 2130706433 )
{
systemMessage("I am the one running UoDemo+, Publish 14.");
}
</pre></code>
179
173
2010-01-25T10:21:16Z
Batlin
3
wikitext
text/x-wiki
integer '''getAccountNum'''(object PlayerObject);
getAccountNum returns the account number of a player object (character). If no valid player object was provided then the function will return 0. Normally, the demo's Avatar account has a fixed account number of 2130706433.
"UoDemo+, Publish 14 and upwards" Server Operators can use the following check to detect themselves (if they didn't override the account number that is):
<code><pre>// Example Code
if( getAccountNum( player_to_check ) == 2130706433 )
{
systemMessage("I am the one running UoDemo+, Publish 14.");
}
</pre></code>
Return to the [[Command List]].
Command List
0
37
174
170
2010-01-24T22:23:56Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer hasScript(object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer hasscript(object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
193
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2010-01-25T10:49:28Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer isMobile(object);<br>
integer isPlayer(object);<br>
integer isSpellbook(object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer isNPC(object);<br>
integer isOwnedPet(object);<br>
integer isShopKeeper(object);<br>
integer isGuard(object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer isOnline(object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
194
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2010-01-25T11:29:18Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer isCounselor(object);<br>
integer isGameMaster(object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
211
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2010-01-25T12:17:14Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
215
211
2010-01-25T18:06:02Z
Batlin
3
wikitext
text/x-wiki
This Command List it not sorted or grouped in any special way other then the order they appear in the executable.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those reads better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer isInMap(location);<br>
integer isInWorld(location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
216
215
2010-01-25T20:53:20Z
Batlin
3
wikitext
text/x-wiki
This Command List it not sorted or grouped in any special way other then the order they appear in the executable.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer getX(location);<br>
integer getY(location);<br>
integer getZ(location);<br>
void setX(location &, integer);<br>
void setY(location &, integer);<br>
void setZ(location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
GetRelayLoc
0
48
175
2010-01-24T23:20:15Z
Batlin
3
Created page with 'location '''getRelayLoc'''(object ''UnusedObject''); The getRelayLoc functions returns a "location" variable with the X and Y found in .rundir\%SERVERNAME%\server.txt, Z will be...'
wikitext
text/x-wiki
location '''getRelayLoc'''(object ''UnusedObject'');
The getRelayLoc functions returns a "location" variable with the X and Y found in .rundir\%SERVERNAME%\server.txt, Z will be 0. Basically it wlll return the upper-left coordinate of the server map. This function takes an object as parameter but this object is ignored and can be NULL(). Also see: [[Server.txt]]
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2010-01-24T23:20:22Z
Batlin
3
Protected "[[GetRelayLoc]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
location '''getRelayLoc'''(object ''UnusedObject'');
The getRelayLoc functions returns a "location" variable with the X and Y found in .rundir\%SERVERNAME%\server.txt, Z will be 0. Basically it wlll return the upper-left coordinate of the server map. This function takes an object as parameter but this object is ignored and can be NULL(). Also see: [[Server.txt]]
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2010-01-25T10:27:11Z
Batlin
3
wikitext
text/x-wiki
location '''getRelayLoc'''(object ''UnusedObject'');
The getRelayLoc functions returns a "location" variable with the X and Y found in .rundir\%SERVERNAME%\server.txt, Z will be 0. Basically it wlll return the upper-left coordinate of the server map. This function takes an object as parameter but this object is ignored and can be NULL(). Also see: [[Server.txt]]
Return to the [[Command List]].
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188
2010-01-25T10:27:47Z
Batlin
3
wikitext
text/x-wiki
location '''getRelayLoc'''(object ''UnusedObject'');
The getRelayLoc functions returns a "location" variable with the X and Y found in .rundir\%SERVERNAME%\server.txt, Z will be 0. Basically it wlll return the upper-left coordinate of the server map. This function takes an object as parameter but this object is ignored and can be [[NULL]](). Also see: [[Server.txt]]
Return to the [[Command List]].
Scripts
0
12
177
79
2010-01-25T10:19:51Z
Batlin
3
wikitext
text/x-wiki
The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
A decompiler can be found here : [[Mass M Decompiler]].<br>
A list with commands that scripts can use can be found here : [[Command List]]
The .m files are not encrypted but they do contain a sort of obfuscated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfuscated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfuscated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfuscation works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfuscated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
----
'''This is a list of supported tokens:'''<br>
0x390C, 0x0F3E, 0x0199, 0x0124, 0x305E -> 0x02 -> (<br>
0x39B3, 0x2D12, 0x26A6, 0x5D03, 0x1238 -> 0x03 -> )<br>
0x3B25, 0x1E1F, 0x1AD4, 0x7F96, 0x7FF5 -> 0x04 -> ,<br>
0x0732, 0x0120, 0x5CFD, 0x3E12, 0x3BF6 -> 0x06 -> ;<br>
0x3A9E, 0x0DDC, 0x5E14, 0x2E40, 0x1CD0 -> 0x07 -> {<br>
0x7EB7, 0x6032, 0x2C3B, 0x15A1, 0x3EF6 -> 0x08 -> }<br>
0x409D, 0x12E1, 0x121F, 0x26CA, 0x3699 -> 0x09 -> [ <br>
0x0902, 0x7BB9, 0x139D, 0x187E, 0x16C5 -> 0x0A -> ]<br>
0x3CD5, 0x13E9, 0x4080, 0x5DB2, 0x33EA -> 0x0B -> ! (not)<br>
0x23C9, 0x60BF, 0x3CD6, 0x0FBF, 0x2F14 -> 0x0C -> + (add)<br>
0x047E, 0x368E, 0x2FFF, 0x288F, 0x7DD1 -> 0x0D -> - (substract)<br>
0x261E, 0x5E9D, 0x1916, 0x32E6, 0x401D -> 0x0E -> * (multiply)<br>
0x0384, 0x18D7, 0x0FC9, 0x0E12, 0x2833 -> 0x0F -> / (divide)<br>
0x249E, 0x2B0C, 0x11F4, 0x5DD5, 0x127E -> 0x10 -> % (modula)<br>
0x0135, 0x07CF, 0x1AF4, 0x0ECC, 0x01D3 -> 0x11 -> == (equal to)<br>
0x0E90, 0x3A2D, 0x37E6, 0x19D9, 0x252A -> 0x12 -> != (not equal to)<br>
0x37E5, 0x1DC0, 0x1481, 0x4087, 0x2B01 -> 0x13 -> < (lower then)<br>
0x16D4, 0x3A8D, 0x7FBE, 0x0C7B, 0x0C15 -> 0x14 -> > (higher then)<br>
0x3807, 0x0633, 0x251F, 0x1D18, 0x3492 -> 0x15 -> <= (lower then or equal to)<br>
0x19DA, 0x39CE, 0x3BB1, 0x3004, 0x1796 -> 0x16 -> >= (higher then or equal to)<br>
0x1F16, 0x182F, 0x2CF7, 0x5ED0, 0x1316 -> 0x17 -> = (assign)<br>
0x5D24, 0x0588, 0x7CFE, 0x2725, 0x0DE5 -> 0x18 -> && (logical and)<br>
0x13D3, 0x29D8, 0x0A28, 0x09CE, 0x3960 -> 0x19 -> || (logical or)<br>
0x5CCD, 0x0940, 0x293B, 0x40A5, 0x1D11 -> 0x1B -> ++ (increment)<br>
0x2528, 0x0EA9, 0x3F0B, 0x3087, 0x3F97 -> 0x1C -> -- (decrement)<br>
0x30F1, 0x3295, 0x01C1, 0x0CE1, 0x3EE9 -> 0x1D -> int (integer)<br>
0x3F9A, 0x30A7, 0x2DB5, 0x169A, 0x2FE7 -> 0x1E -> str (string)<br>
0x10D9, 0x0390, 0x2A38, 0x0728, 0x5C5E -> 0x1F -> ust (?)<br>
0x01E1, 0x1030, 0x1BD9, 0x159F, 0x2BA5 -> 0x20 -> loc (location (x, y, z))<br>
0x28E2, 0x2F0C, 0x1289, 0x3382, 0x36C2 -> 0x21 -> obj (object)<br>
0x26B1, 0x1CDF, 0x27DA, 0x0E29, 0x113E -> 0x22 -> lis (list)<br>
0x2E39, 0x1D3F, 0x1D5E, 0x1FF1, 0x7E0E -> 0x23 -> voi (void)<br>
0x12C2, 0x1003, 0x0607, 0x0784, 0x2B0F -> 0x25 -> if<br>
0x3305, 0x32E7, 0x212C, 0x018E, 0x3308 -> 0x26 -> else<br>
0x3106, 0x018C, 0x357E, 0x0A87, 0x5D2B -> 0x28 -> while<br>
0x7DAA, 0x2F0B, 0x1BFC, 0x13F5, 0x1ECA -> 0x2A -> for<br>
0x017B, 0x6014, 0x0E99, 0x33CD, 0x27D3 -> 0x2C -> continue<br>
0x7F0D, 0x04F0, 0x183A, 0x1FB4, 0x13A6 -> 0x2D -> break<br>
0x04B0, 0x1927, 0x08FF, 0x31D8, 0x0914 -> 0x2F -> switch<br>
0x3223, 0x17B8, 0x3895, 0x248D, 0x342D -> 0x31 -> case<br>
0x5D3D, 0x3260, 0x32DE, 0x2780, 0x31AD -> 0x32 -> default<br>
0x5DE9, 0x5EA5, 0x11D5, 0x199F, 0x2F15 -> 0x33 -> return<br>
0x0E01, 0x19FE, 0x3821, 0x0B93, 0x0A2F -> 0x34 -> "declares a function and defines the implementation!"<br>
0x09B3, 0x038F, 0x328A, 0x08AF, 0x5CCA -> 0x35 -> "implement an event"<br>
0x0C95, 0x7CBE, 0x7C27, 0x5D2A, 0x2FA1 -> 0x36 -> "declare a variable at script level"<br>
0x31BE, 0x15B4, 0x07C9, 0x27C0, 0x1B32 -> 0x37 -> "include another script" (see NOTE)<br>
0x2934, 0x3E09, 0x012C, 0x2CC6, 0x7FA6 -> 0x38 -> "declares a function without defining the implementation!"<br>
0x5D17, 0x0A1D, 0x3B29, 0x2BFA, 0x2BB8 -> 0x3A -> quoted-string (C style = terminated with a 0-byte)<br>
0x17BD, 0x21EB, 0x2015, 0x5DB8, 0x15E1 -> 0x3C -> constant byte (gets zero extended to signed 32-bit integer)<br>
0x5B60, 0x3D8F, 0x0FF4, 0x275B, 0x3C8A -> 0x3D -> constant word (gets zero extended to signed 32-bit integer)<br>
0x188F, 0x5D27, 0x7F5C, 0x01F7, 0x093B -> 0x3E -> constant dword (gets casted to signed 32-bit integer)<br>
0x3510, 0x0B9B, 0x06E9, 0x3B9E, 0x0B31 -> 0x41 -> string (C style = terminated with a 0-byte)<br>
NOTE: if you include a script it must the very first statement and you can only include one script per script!
'''This is a list of supported but unused tokens:'''<br>
0x263D, 0x3B97, 0x4027, 0x138A, 0x282D -> 0x1A -> ^ (xor)<br>
NOTE: this means you could create a script that supports XOR (none of the OSI scripts do this)
'''This is a list of defined but unsupported tokens:'''<br>
0x1EDC, 0x20A8, 0x37BE, 0x01EB, 0x123B -> 0x27 -> ENDIF<br>
0x03FA, 0x0AF0, 0x0786, 0x2332, 0x1295 -> 0x29 -> ENDWHILE<br>
0x0D9F, 0x388A, 0x15FD, 0x7CB8, 0x1AF6 -> 0x2B -> ENDFOR<br>
0x190B, 0x3605, 0x20AD, 0x32CF, 0x2CD5 -> 0x2E -> GOTO (it's unclear how this statement works!)<br>
0x13F4, 0x3A27, 0x387C, 0x32C1, 0x198C -> 0x30 -> ENDSWITCH<br>
NOTE: the ENDxxx statements are only used internally and are added by the parser where needed
'''This is a list of obfuscated but unsupported tokens:'''<br>
0x0BB3, 0x2EA6, 0x12DB, 0x153C, 0x7E87 -> 0x01<br>
0x323B, 0x260D, 0x030A, 0x301C, 0x0BDB -> 0x05<br>
0x06E3, 0x36A1, 0x0C1E, 0x2120, 0x1DCB -> 0x24<br>
0x06D8, 0x3181, 0x2738, 0x3212, 0x03F9 -> 0x39<br>
0x1DB5, 0x2F95, 0x0EF5, 0x5CDF, 0x7B8B -> 0x3B<br>
0x2F84, 0x1DC3, 0x1DA7, 0x1A30, 0x2410 -> 0x3F<br>
0x02EE, 0x0603, 0x012F, 0x2C9E, 0x2BEF -> 0x40<br>
----
The language is very close to the C language, notice the existance of the { and } brackets. Also the for loop and switch statements work like its C variant, with support for the break and default keywords [http://en.wikipedia.org/wiki/Switch_statement].
Abs
0
42
178
160
2010-01-25T10:20:37Z
Batlin
3
wikitext
text/x-wiki
integer '''abs'''(integer ''AnyInteger'');
This returns the absolute value of an integer.
Integers range from −2147483648 to +2147483647.
Please note that abs(-2147483648) will return -2147483648 since its absolute value 2147483648 is outside the range of the integer type.
<code><pre>
if( abs(−2147483647) == 2147483647 )
{
systemMessage(this, "abs() test succeeded");
}
else
{
systemMessage(this, "abs() test failed");
}
</pre></code>
Return to the [[Command List]].
GetPlayAge
0
46
180
169
2010-01-25T10:21:36Z
Batlin
3
wikitext
text/x-wiki
integer '''getPlayAge'''(object ''PlayerObject'');
This function will return the player's (character's) age. The play age is only increased every 2048 ticks or ±8.5 minutes.
Return to the [[Command List]].
IsEditing
0
45
181
167
2010-01-25T10:23:44Z
Batlin
3
wikitext
text/x-wiki
integer '''isEditing'''(object ''PlayerObject'');
This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Editing Mode, otherwise 1 is returned. Editing Mode can only be obtained by connecting to the demo server with a GOD client. This involves sending Packet 0x04.
Return to the [[Command List]].
210
181
2010-01-25T11:43:49Z
Batlin
3
wikitext
text/x-wiki
integer '''isEditing'''(object ''PlayerObject'');
This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Editing Mode, otherwise 1 is returned. Editing Mode can only be obtained by connecting to the demo server with a GOD client. This involves sending Packet 0x04.
Internal Info: isEditing == Player->pflags & 0x02
Return to the [[Command List]].
GetPulseNum
0
44
182
165
2010-01-25T10:25:31Z
Batlin
3
wikitext
text/x-wiki
integer '''getPulseNum'''(void);
The Pulse Number is the current tick the server is in. One tick is around 250 milliseconds (depending on the server load a tick can be longer than 250ms). The Pulse Number is reset to 0 every time the server starts.
Return to the [[Command List]].
Strtoi
0
39
183
153
2010-01-25T10:25:42Z
Batlin
3
wikitext
text/x-wiki
integer '''strtoi'''(string ''AnyString'');
Converts a string to a signed integer. This is implemented by using the ''atoi'' C function.
Return to the [[Command List]].
Objtoint
0
38
184
151
2010-01-25T10:26:06Z
Batlin
3
wikitext
text/x-wiki
integer '''objtoint'''(object ''AnyObject'');
This function will return the serial (numerical identifier) of any object. No check is made to see if the object actually exists or not.
Return to the [[Command List]].
Strlen
0
40
185
156
2010-01-25T10:26:18Z
Batlin
3
wikitext
text/x-wiki
integer '''strlen'''(string ''AnyString'');
Returns the length of a string in characters. This is implemented internally by calling the ''strlen'' C function.
Return to the [[Command List]].
NULL
0
41
186
158
2010-01-25T10:26:31Z
Batlin
3
wikitext
text/x-wiki
object '''NULL'''(void);
This returns an object with a fixed serial of 0.
It is important to note that this is a function so you must use it with round brackets (). This is different from the C language!
Therefor the following 2 code examples are equal:
<code><pre>// Example 1
if(getWeapon(this) == NULL () ) // Notice the () after NULL !!!
{
systemMessage(this, "I am unarmed!");
}
else
{
systemMessage(this, "I am armed!");
}
</pre></code>
<code><pre>
// Example 2
if(objtoint(getWeapon(this)) == 0)
{
systemMessage(this, "I am unarmed!");
}
else
{
systemMessage(this, "I am armed!");
}
</pre></code>
Return to the [[Command List]].
187
186
2010-01-25T10:26:46Z
Batlin
3
wikitext
text/x-wiki
object '''NULL'''(void);
This returns an object with a fixed serial of 0.
It is important to note that this is a function so you must use it with round brackets (). This is different from the C language!
Therefor the following 2 code examples are equal:
<code><pre>// Example 1
if( getWeapon(this) == NULL () ) // Notice the () after NULL !!!
{
systemMessage(this, "I am unarmed!");
}
else
{
systemMessage(this, "I am armed!");
}
</pre></code>
<code><pre>
// Example 2
if( objtoint(getWeapon(this)) == 0 )
{
systemMessage(this, "I am unarmed!");
}
else
{
systemMessage(this, "I am armed!");
}
</pre></code>
Return to the [[Command List]].
ObjToStr
0
43
190
162
2010-01-25T10:28:38Z
Batlin
3
wikitext
text/x-wiki
string '''objToStr'''(object AnyObject''Italic text'');
This function will return the serial (numerical identifier) of any object as a string. The serial is represented as an unsigned integer ranging from 0 to 4294967295. No check is made to see if the object actually exists or not.
Return to the [[Command List]].
HasScript
0
49
192
2010-01-25T10:46:09Z
Batlin
3
Created page with 'integer '''hasscript'''(object ''AnyObject'', string ''ScriptName'');<br> integer '''hasScript'''(object ''AnyObject'', string ''ScriptName''); The hasscript/hasScript function ...'
wikitext
text/x-wiki
integer '''hasscript'''(object ''AnyObject'', string ''ScriptName'');<br>
integer '''hasScript'''(object ''AnyObject'', string ''ScriptName'');
The hasscript/hasScript function will return 1 if the specified object is valid and if it has the script with ''ScriptName'' attached. Otherwise 0 is returned.
Return to the [[Command List]].
IsMobile
0
50
195
2010-01-25T11:30:43Z
Batlin
3
Created page with 'integer '''isMobile'''(object [[AnyObject]]); This function will return 1 if the given object is valid and is a mobile, this includes players, NPC's, guards and shopkeepers. Oth...'
wikitext
text/x-wiki
integer '''isMobile'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a mobile, this includes players, NPC's, guards and shopkeepers. Otherwise 0 is returned.
Return to the [[Command List]].
196
195
2010-01-25T11:30:51Z
Batlin
3
Protected "[[IsMobile]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''isMobile'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a mobile, this includes players, NPC's, guards and shopkeepers. Otherwise 0 is returned.
Return to the [[Command List]].
205
196
2010-01-25T11:41:30Z
Batlin
3
wikitext
text/x-wiki
integer '''isMobile'''(object ''AnyObject'');
This function will return 1 if the given object is valid and is a mobile, this includes players, NPC's, guards and shopkeepers. Otherwise 0 is returned.
Return to the [[Command List]].
IsPlayer
0
51
197
2010-01-25T11:32:19Z
Batlin
3
Created page with 'integer '''isPlayer'''(object [[AnyObject]]); This function will return 1 if the given object is valid and is a player. Otherwise 0 is returned. Return to the [[Command List]]...'
wikitext
text/x-wiki
integer '''isPlayer'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a player. Otherwise 0 is returned.
Return to the [[Command List]].
198
197
2010-01-25T11:32:25Z
Batlin
3
Protected "[[IsPlayer]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''isPlayer'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a player. Otherwise 0 is returned.
Return to the [[Command List]].
206
198
2010-01-25T11:41:45Z
Batlin
3
wikitext
text/x-wiki
integer '''isPlayer'''(object ''AnyObject'');
This function will return 1 if the given object is valid and is a player. Otherwise 0 is returned.
Return to the [[Command List]].
IsNPC
0
52
199
2010-01-25T11:33:04Z
Batlin
3
Created page with 'integer '''isNPC'''(object [[AnyObject]]); This function will return 1 if the given object is valid and is a NPC, this includes guards and shopkeepers. Otherwise 0 is returned. ...'
wikitext
text/x-wiki
integer '''isNPC'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a NPC, this includes guards and shopkeepers. Otherwise 0 is returned.
Return to the [[Command List]].
200
199
2010-01-25T11:33:08Z
Batlin
3
Protected "[[IsNPC]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''isNPC'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a NPC, this includes guards and shopkeepers. Otherwise 0 is returned.
Return to the [[Command List]].
207
200
2010-01-25T11:42:03Z
Batlin
3
wikitext
text/x-wiki
integer '''isNPC'''(object ''AnyObject'');
This function will return 1 if the given object is valid and is a NPC, this includes guards and shopkeepers. Otherwise 0 is returned.
Return to the [[Command List]].
IsShopKeeper
0
53
201
2010-01-25T11:33:45Z
Batlin
3
Created page with 'integer '''isShopKeeper'''(object [[AnyObject]]); This function will return 1 if the given object is valid and is a shopkeeper. Otherwise 0 is returned. Return to the [[Comman...'
wikitext
text/x-wiki
integer '''isShopKeeper'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a shopkeeper. Otherwise 0 is returned.
Return to the [[Command List]].
208
201
2010-01-25T11:42:14Z
Batlin
3
wikitext
text/x-wiki
integer '''isShopKeeper'''(object ''AnyObject'');
This function will return 1 if the given object is valid and is a shopkeeper. Otherwise 0 is returned.
Return to the [[Command List]].
IsGuard
0
54
202
2010-01-25T11:34:04Z
Batlin
3
Created page with 'integer '''isGuard'''(object [[AnyObject]]); This function will return 1 if the given object is valid and is a guard. Otherwise 0 is returned. Return to the [[Command List]].'
wikitext
text/x-wiki
integer '''isGuard'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a guard. Otherwise 0 is returned.
Return to the [[Command List]].
203
202
2010-01-25T11:34:09Z
Batlin
3
Protected "[[IsGuard]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''isGuard'''(object [[AnyObject]]);
This function will return 1 if the given object is valid and is a guard. Otherwise 0 is returned.
Return to the [[Command List]].
209
203
2010-01-25T11:42:25Z
Batlin
3
wikitext
text/x-wiki
integer '''isGuard'''(object ''AnyObject'');
This function will return 1 if the given object is valid and is a guard. Otherwise 0 is returned.
Return to the [[Command List]].
IsOnline
0
55
204
2010-01-25T11:41:07Z
Batlin
3
Created page with 'integer '''isOnline'''(object ''PlayerObject''); This function will return 1 if the given object is a valid player object and if that player is online. Otherwise 0 is returned. ...'
wikitext
text/x-wiki
integer '''isOnline'''(object ''PlayerObject'');
This function will return 1 if the given object is a valid player object and if that player is online. Otherwise 0 is returned. Because a player object is required, passing any other object like NPC's will result in a return value of 0.
Internal Info: isOnline == Player->pflags & 0x04
Return to the [[Command List]].
IsCounselor
0
56
212
2010-01-25T12:20:36Z
Batlin
3
Created page with 'integer '''isCounselor'''(object ''PlayerObject''); This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Counselor Mode, othe...'
wikitext
text/x-wiki
integer '''isCounselor'''(object ''PlayerObject'');
This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Counselor Mode, otherwise 1 is returned. Counselor Mode can only be obtained by using a patch: [[uodemo+|UoDemo+ (Publish 12 or later)]].
Internal Info: isCounselor == Player->pflags & 0x8000
Return to the [[Command List]].
IsGameMaster
0
57
213
2010-01-25T12:22:13Z
Batlin
3
Created page with 'integer '''isGameMaster'''(object ''PlayerObject''); This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Game Master Mode, o...'
wikitext
text/x-wiki
integer '''isGameMaster'''(object ''PlayerObject'');
This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Game Master Mode, otherwise 1 is returned. Code to become a Game Master is available in the demo core but so far no effort has been done to re-enable this code.
Internal Info: isGameMaster == Player->pflags & 0x1000
Return to the [[Command List]].
IsSpellbook
0
58
214
2010-01-25T12:26:26Z
Batlin
3
Created page with 'integer '''isSpellbook'''(object ''AnyObject''); This function will return 1 if the given object is valid and is a spellbook. Return to the [[Command List]].'
wikitext
text/x-wiki
integer '''isSpellbook'''(object ''AnyObject'');
This function will return 1 if the given object is valid and is a spellbook.
Return to the [[Command List]].
IsInWorld
0
59
217
2010-01-25T20:56:01Z
Batlin
3
Created page with 'integer '''isInWorld'''(location ''LocationToCheck''); This function will return 1 if the X and Y of ''LocationToCheck'' are between respectively 0 and 6143 and 0 and 4095. Othe...'
wikitext
text/x-wiki
integer '''isInWorld'''(location ''LocationToCheck'');
This function will return 1 if the X and Y of ''LocationToCheck'' are between respectively 0 and 6143 and 0 and 4095. Otherwise 0 is returned.
Return to the [[Command List]].
220
217
2010-01-25T21:00:48Z
Batlin
3
wikitext
text/x-wiki
integer '''isInWorld'''(location ''LocationToCheck'');
This function will return 1 if the X and Y of ''LocationToCheck'' are between respectively 0 and 6143 and 0 and 4095. Otherwise 0 is returned. The Z coordinate of LocationToCheck is ignored.
Return to the [[Command List]].
221
220
2010-01-25T21:00:53Z
Batlin
3
Protected "[[IsInWorld]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''isInWorld'''(location ''LocationToCheck'');
This function will return 1 if the X and Y of ''LocationToCheck'' are between respectively 0 and 6143 and 0 and 4095. Otherwise 0 is returned. The Z coordinate of LocationToCheck is ignored.
Return to the [[Command List]].
IsInMap
0
60
218
2010-01-25T20:59:56Z
Batlin
3
Created page with 'integer '''isInMap'''(location ''LocationToCheck''); This function will return 1 if the X and Y of ''LocationToCheck'' are in the map. A map is the area a server is controlling....'
wikitext
text/x-wiki
integer '''isInMap'''(location ''LocationToCheck'');
This function will return 1 if the X and Y of ''LocationToCheck'' are in the map. A map is the area a server is controlling. The begin coordinates and the size of the map are defined by the .rundir\%SERVERNAME%\server.txt file, see: [[server.txt]]. You can also use the ''getRelayLoc'' script function to get the begin coordinates of the server map. There is no function that gives you the size of the map though. The Z coordinate of ''LocationToCheck'' is ignored.
Return to the [[Command List]].
219
218
2010-01-25T21:00:08Z
Batlin
3
Protected "[[IsInMap]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''isInMap'''(location ''LocationToCheck'');
This function will return 1 if the X and Y of ''LocationToCheck'' are in the map. A map is the area a server is controlling. The begin coordinates and the size of the map are defined by the .rundir\%SERVERNAME%\server.txt file, see: [[server.txt]]. You can also use the ''getRelayLoc'' script function to get the begin coordinates of the server map. There is no function that gives you the size of the map though. The Z coordinate of ''LocationToCheck'' is ignored.
Return to the [[Command List]].
IsInMap
0
60
222
219
2010-01-25T21:02:51Z
Batlin
3
wikitext
text/x-wiki
integer '''isInMap'''(location ''LocationToCheck'');
This function will return 1 if the X and Y of ''LocationToCheck'' are in the map. A map is the area that the OSI/demo server is controlling. The begin coordinates and the size of the map are defined by the .rundir\%SERVERNAME%\server.txt file, see: [[server.txt]]. You can also use the [[getRelayLoc]] script function to get the begin coordinates of the server map. There is no function that gives you the size of the map though. The Z coordinate of ''LocationToCheck'' is ignored.
Return to the [[Command List]].
Command List
0
37
223
216
2010-01-26T12:15:47Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
This Command List it not sorted or grouped in any special way other then the order they appear in the executable.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void makeDice(string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
241
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2010-01-26T21:54:20Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
This Command List it not sorted or grouped in any special way other then the order they appear in the executable.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer isVirtueGuard(object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
247
241
2010-01-27T09:37:45Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
This Command List it not sorted or grouped in any special way other then the order they appear in the executable.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer getTimeSecs(void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void getCurrentTimeStr(string);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
264
263
2010-03-13T20:23:33Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer getDistanceInTiles(location, location);<br>
string getDistance(location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
268
264
2010-04-14T22:21:40Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer isValid(object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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2010-06-14T21:01:20Z
Batlin
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer eatObject(object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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2010-06-25T09:52:26Z
Batlin
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer getCompileFlag(integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
GetX
0
61
224
2010-01-26T12:19:11Z
Batlin
3
Created page with 'integer '''getX'''(location ''LocationObject''); Use this function to retreive the X coordinate of a location object (which consists of X, Y, Z). Return to the [[Command List]...'
wikitext
text/x-wiki
integer '''getX'''(location ''LocationObject'');
Use this function to retreive the X coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
225
224
2010-01-26T12:19:22Z
Batlin
3
Protected "[[GetX]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''getX'''(location ''LocationObject'');
Use this function to retreive the X coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
GetY
0
62
226
2010-01-26T12:19:35Z
Batlin
3
Created page with 'integer '''getY'''(location ''LocationObject''); Use this function to retreive the Y coordinate of a location object (which consists of X, Y, Z). Return to the [[Command List]...'
wikitext
text/x-wiki
integer '''getY'''(location ''LocationObject'');
Use this function to retreive the Y coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
227
226
2010-01-26T12:19:42Z
Batlin
3
Protected "[[GetY]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''getY'''(location ''LocationObject'');
Use this function to retreive the Y coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
GetZ
0
63
228
2010-01-26T12:19:55Z
Batlin
3
Created page with 'integer '''getZ'''(location ''LocationObject''); Use this function to retreive the Z coordinate of a location object (which consists of X, Y, Z). Return to the [[Command List]...'
wikitext
text/x-wiki
integer '''getZ'''(location ''LocationObject'');
Use this function to retreive the Z coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
SetX
0
64
229
2010-01-26T12:20:29Z
Batlin
3
Created page with 'integer '''setX'''(location ''LocationObject''); Use this function to change the X coordinate of a location object (which consists of X, Y, Z). Return to the [[Command List]].'
wikitext
text/x-wiki
integer '''setX'''(location ''LocationObject'');
Use this function to change the X coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
230
229
2010-01-26T12:20:34Z
Batlin
3
Protected "[[SetX]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''setX'''(location ''LocationObject'');
Use this function to change the X coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
235
230
2010-01-26T12:25:02Z
Batlin
3
wikitext
text/x-wiki
integer '''setX'''(location ''LocationObject'', integer ''NewX'');
Use this function to change the X coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
SetY
0
65
231
2010-01-26T12:20:46Z
Batlin
3
Created page with 'integer '''setY'''(location ''LocationObject''); Use this function to change the Y coordinate of a location object (which consists of X, Y, Z). Return to the [[Command List]].'
wikitext
text/x-wiki
integer '''setY'''(location ''LocationObject'');
Use this function to change the Y coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
232
231
2010-01-26T12:20:54Z
Batlin
3
Protected "[[SetY]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''setY'''(location ''LocationObject'');
Use this function to change the Y coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
236
232
2010-01-26T12:25:12Z
Batlin
3
wikitext
text/x-wiki
integer '''setY'''(location ''LocationObject'', integer ''NewX'');
Use this function to change the Y coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
238
236
2010-01-26T12:25:36Z
Batlin
3
wikitext
text/x-wiki
integer '''setY'''(location ''LocationObject'', integer ''NewY'');
Use this function to change the Y coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
SetZ
0
66
233
2010-01-26T12:21:06Z
Batlin
3
Created page with 'integer '''setZ'''(location ''LocationObject''); Use this function to change the Z coordinate of a location object (which consists of X, Y, Z). Return to the [[Command List]].'
wikitext
text/x-wiki
integer '''setZ'''(location ''LocationObject'');
Use this function to change the Z coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
234
233
2010-01-26T12:21:11Z
Batlin
3
Protected "[[SetZ]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''setZ'''(location ''LocationObject'');
Use this function to change the Z coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
237
234
2010-01-26T12:25:25Z
Batlin
3
wikitext
text/x-wiki
integer '''setZ'''(location ''LocationObject'', integer ''NewZ'');
Use this function to change the Z coordinate of a location object (which consists of X, Y, Z).
Return to the [[Command List]].
GetRelayLoc
0
48
239
189
2010-01-26T19:30:09Z
Batlin
3
wikitext
text/x-wiki
location '''getRelayLoc'''(object ''UnusedObject'');
The getRelayLoc function returns a location variable with the X and Y found in .rundir\[[SERVERNAME|%SERVERNAME%]]\server.txt, Z will be 0. Basically it wlll return the upper-left coordinate of the server map. This function takes an object as parameter but this object is ignored and can be [[NULL]](). Also see: [[Server.txt]]
Return to the [[Command List]].
240
239
2010-01-26T19:30:32Z
Batlin
3
wikitext
text/x-wiki
location '''getRelayLoc'''(object ''UnusedObject'');
The getRelayLoc function returns a location variable with the X and Y found in .rundir\[[SERVERNAME|%SERVERNAME%]]\server.txt, Z will be 0. Basically it wlll return the upper-left coordinate of the server map. This function takes an object as parameter but this object is ignored and can be [[NULL]](). Also see: [[server.txt]]
Return to the [[Command List]].
MakeDice
0
67
242
2010-01-26T22:11:45Z
Batlin
3
Created page with 'void '''makeDice'''(string &''ResultString'', string ''PrependString'', integer ''Rolls'', integer ''Sides'', string ''MinimumPrefix', integer ''Minimum''); The makeDice functio...'
wikitext
text/x-wiki
void '''makeDice'''(string &''ResultString'', string ''PrependString'', integer ''Rolls'', integer ''Sides'', string ''MinimumPrefix', integer ''Minimum'');
The makeDice function will convert the dice parameters (''Rolls'', ''Sides'' and ''Minimum'') to a string.
Notes:<br>''Rolls'' is only appended if it's non-zero and when appended it is always prefixed by a "d" character.<br>''Minimum'' is only appended if ''MinimumPrefix'' is not an empty string and if ''Minimum'' itself is non-zero.
Examples:<br>
<code><pre>
string test = "Empty String";
makeDice(test, "My Test Dice: ", 5, 8, "!", 0 - 5);
->
"My Test Dice: 5d8!-5"
</pre></code>
<code><pre>
string test;
makeDice(test, "My Test Dice: ", 5, 0, "", 5);
->
"My Test Dice: 5"
</pre></code>
<code><pre>
string test = "";
makeDice(test, "My Test Dice: ", 5, 0, "+", 5);
->
"My Test Dice: 5+5"
</pre></code>
243
242
2010-01-26T22:12:40Z
Batlin
3
wikitext
text/x-wiki
void '''makeDice'''(string &''ResultString'', string ''PrependString'', integer ''Rolls'', integer ''Sides'', string ''MinimumPrefix', integer ''Minimum'');
The makeDice function will convert the dice parameters (''Rolls'', ''Sides'' and ''Minimum'') to a string.
Notes:<br>''Rolls'' is only appended if it's non-zero and when appended it is always prefixed by a "d" character.<br>''Minimum'' is only appended if ''MinimumPrefix'' is not an empty string and if ''Minimum'' itself is non-zero.
Examples:<br>
<code><pre>
string test = "Empty String";
makeDice(test, "My Test Dice: ", 5, 8, "!", 0 - 5);
->
"My Test Dice: 5d8!-5"
</pre></code>
<code><pre>
string test;
makeDice(test, "My Test Dice: ", 5, 0, "", 5);
->
"My Test Dice: 5"
</pre></code>
<code><pre>
string test = "";
makeDice(test, "My Test Dice: ", 5, 0, "+", 5);
->
"My Test Dice: 5+5"
</pre></code>
Return to the [[Command List]].
244
243
2010-01-26T22:12:45Z
Batlin
3
Protected "[[MakeDice]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
void '''makeDice'''(string &''ResultString'', string ''PrependString'', integer ''Rolls'', integer ''Sides'', string ''MinimumPrefix', integer ''Minimum'');
The makeDice function will convert the dice parameters (''Rolls'', ''Sides'' and ''Minimum'') to a string.
Notes:<br>''Rolls'' is only appended if it's non-zero and when appended it is always prefixed by a "d" character.<br>''Minimum'' is only appended if ''MinimumPrefix'' is not an empty string and if ''Minimum'' itself is non-zero.
Examples:<br>
<code><pre>
string test = "Empty String";
makeDice(test, "My Test Dice: ", 5, 8, "!", 0 - 5);
->
"My Test Dice: 5d8!-5"
</pre></code>
<code><pre>
string test;
makeDice(test, "My Test Dice: ", 5, 0, "", 5);
->
"My Test Dice: 5"
</pre></code>
<code><pre>
string test = "";
makeDice(test, "My Test Dice: ", 5, 0, "+", 5);
->
"My Test Dice: 5+5"
</pre></code>
Return to the [[Command List]].
245
244
2010-01-26T22:17:57Z
Batlin
3
wikitext
text/x-wiki
void '''makeDice'''(string &''ResultString'', string ''InitialString'', integer ''Rolls'', integer ''Sides'', string ''MinimumPrefix', integer ''Minimum'');
The makeDice function will convert the dice parameters (''Rolls'', ''Sides'' and ''Minimum'') to a string.
Notes:<br>''Sides'' is only appended if it's non-zero and when appended it's always prefixed by a "d" character.<br>''Minimum'' is only appended if ''MinimumPrefix'' is not an empty string and if ''Minimum'' itself is non-zero.
Examples:<br>
<code><pre>
string test = "Empty String";
makeDice(test, "Test Dice A: ", 5, 8, "!", 0 - 5);
->
"Test Dice A: 5d8!-5"
</pre></code>
<code><pre>
string test;
makeDice(test, "Test Dice B: ", 5, 0, "", 9999);
->
"Test Dice B: 5"
</pre></code>
<code><pre>
string test = "";
makeDice(test, "", 5, 0, "+", 5);
->
"5+5"
</pre></code>
Return to the [[Command List]].
246
245
2010-01-26T22:19:52Z
Batlin
3
wikitext
text/x-wiki
void '''makeDice'''(string &''ResultString'', string ''InitialString'', integer ''Rolls'', integer ''Sides'', string ''MinimumPrefix'', integer ''Minimum'');
The makeDice function will convert the dice parameters (''Rolls'', ''Sides'' and ''Minimum'') to a string.
Notes:<br>''Sides'' is only appended if it's non-zero and when appended it's always prefixed by a "d" character.<br>''Minimum'' is only appended if ''MinimumPrefix'' is not an empty string and if ''Minimum'' itself is non-zero.
Examples:<br>
<code><pre>
string test = "Empty String";
makeDice(test, "Test Dice A: ", 5, 8, "!", 0 - 5);
->
"Test Dice A: 5d8!-5"
</pre></code>
<code><pre>
string test;
makeDice(test, "Test Dice B: ", 5, 0, "", 9999);
->
"Test Dice B: 5"
</pre></code>
<code><pre>
string test = "";
makeDice(test, "", 5, 0, "+", 5);
->
"5+5"
</pre></code>
Return to the [[Command List]].
IsVirtueGuard
0
68
248
2010-01-27T09:44:53Z
Batlin
3
Created page with 'integer '''isVirtueGuard'''(object ''MobileObject''); This function will return 1 if the given mobile is valid and is either an "order guard" or a "chaos guard". Otherwise 0 is ...'
wikitext
text/x-wiki
integer '''isVirtueGuard'''(object ''MobileObject'');
This function will return 1 if the given mobile is valid and is either an "order guard" or a "chaos guard". Otherwise 0 is returned.
The following 2 code samples are equal:
<code><pre>
if(isVirtueGuard(this))
{
systemMessage(this, "I am a virtue guard.");
}
else
{
systemMessage(this, "I am not a virtue guard.");
}
</pre></code>
<code><pre>
if(isOrderGuard(this) || isChaosGuard(this))
{
systemMessage(this, "I am a virtue guard.");
}
else
{
systemMessage(this, "I am not a virtue guard.");
}
</pre></code>
Return to the [[Command List]].
249
248
2010-01-27T09:45:18Z
Batlin
3
Protected "[[IsVirtueGuard]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''isVirtueGuard'''(object ''MobileObject'');
This function will return 1 if the given mobile is valid and is either an "order guard" or a "chaos guard". Otherwise 0 is returned.
The following 2 code samples are equal:
<code><pre>
if(isVirtueGuard(this))
{
systemMessage(this, "I am a virtue guard.");
}
else
{
systemMessage(this, "I am not a virtue guard.");
}
</pre></code>
<code><pre>
if(isOrderGuard(this) || isChaosGuard(this))
{
systemMessage(this, "I am a virtue guard.");
}
else
{
systemMessage(this, "I am not a virtue guard.");
}
</pre></code>
Return to the [[Command List]].
Uodemo+
0
15
250
141
2010-02-15T12:21:10Z
Batlin
3
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 15+: UODEMODLL = <filename (DLL file)><br>
Publish 14+: USEACCOUNTNAME = YES/NO<br>
Publish 14+: MANUALLOGON = YES/NO<br>
Publish 13+: IGNOREDYNIDX0 = YES/NO<br>
Publish 12+: REGKEYNAME = <registry key name><br>
Publish 12+: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 15 ==
The fifteenth publish of the uodemo+ adds an option (UODEMODLL) allowing you to code your own DLL which will be added to the demo's address space. Considering the technical know-how required to produce a usefull DLL you can redirect your questions to the official UoDemo's forum : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2015).rar Download UoDemo+ (Publish 15)]<br>
== Publish 14 ==
The fourteenth publish of the uodemo+ adds an option (USEACCOUNTNAME) to process the Account Name as if it were an AccountID! ''AccountID = atoi(AccountName)''. You can now also disable the automatic logon process by setting MANUALLOGON to YES. A possibility to redirect scripts has been introduced. The formula is "SET <scriptname>.m=<newscriptname>.m". The new Ultima Online Demo script still requires the .q extension at the end of its file name. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2014).rar Download UoDemo+ (Publish 14)]<br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
IsCounselor
0
56
252
212
2010-03-03T08:20:12Z
74.63.201.156
0
8000
wikitext
text/x-wiki
vfawWL <a href="http://otadrikjgobk.com/">otadrikjgobk</a>, [url=http://zwqyuwjdvpfn.com/]zwqyuwjdvpfn[/url], [link=http://hsygcralvect.com/]hsygcralvect[/link], http://nlhpsxzjzxls.com/
261
252
2010-03-03T18:06:28Z
Derrick
2
Undo revision 252 by [[Special:Contributions/74.63.201.156|74.63.201.156]] ([[User talk:74.63.201.156|Talk]])
wikitext
text/x-wiki
integer '''isCounselor'''(object ''PlayerObject'');
This function will return 0 if the PlayerObject is not a valid player object or if that player is not in Counselor Mode, otherwise 1 is returned. Counselor Mode can only be obtained by using a patch: [[uodemo+|UoDemo+ (Publish 12 or later)]].
Internal Info: isCounselor == Player->pflags & 0x8000
Return to the [[Command List]].
IsOnline
0
55
255
204
2010-03-03T09:04:54Z
38.107.149.14
0
4
wikitext
text/x-wiki
DpKN8R <a href="http://ewvpearlmiff.com/">ewvpearlmiff</a>, [url=http://uavjuxzptylk.com/]uavjuxzptylk[/url], [link=http://lbqsvtpaocik.com/]lbqsvtpaocik[/link], http://urbxxsxxuqvi.com/
262
255
2010-03-03T18:06:42Z
Derrick
2
Reverted edits by [[Special:Contributions/38.107.149.14|38.107.149.14]] ([[User talk:38.107.149.14|Talk]]) to last version by [[User:Batlin|Batlin]]
wikitext
text/x-wiki
integer '''isOnline'''(object ''PlayerObject'');
This function will return 1 if the given object is a valid player object and if that player is online. Otherwise 0 is returned. Because a player object is required, passing any other object like NPC's will result in a return value of 0.
Internal Info: isOnline == Player->pflags & 0x04
Return to the [[Command List]].
GetTimeSecs
0
69
265
2010-03-13T20:27:49Z
Batlin
3
Created page with 'integer '''getTimeSecs'''(void); This function will the current system time (server time) in milliseconds. This is implemented by using the ''timeGetTime'' Windows Multimedia fu…'
wikitext
text/x-wiki
integer '''getTimeSecs'''(void);
This function will the current system time (server time) in milliseconds. This is implemented by using the ''timeGetTime'' Windows Multimedia function, therefor the system time is the time elapsed since Windows was started. Please refer to your Windows (MSDN) documentation for more details and remarks.
Return to the [[Command List]].
267
265
2010-03-14T20:49:04Z
Batlin
3
wikitext
text/x-wiki
integer '''getTimeSecs'''(void);
This function will return the current system time (server time) in milliseconds. This is implemented by using the ''timeGetTime'' Windows Multimedia function, therefor the return time is the time elapsed since Windows was started. Please refer to your Windows (MSDN) documentation for more details and remarks.
Return to the [[Command List]].
GetCurrentTimeStr
0
70
266
2010-03-13T20:33:45Z
Batlin
3
Created page with 'void '''getCurrentTimeStr'''(string &''ResultString''); This function returns the system time as a string in the format ''"%Y-%m-%d %H:%M"'' using the ''strftime'' C function. …'
wikitext
text/x-wiki
void '''getCurrentTimeStr'''(string &''ResultString'');
This function returns the system time as a string in the format ''"%Y-%m-%d %H:%M"'' using the ''strftime'' C function.
However! The demo server code is bugged here, and will return a randomized time due to a missing call to the required ''time'' C function! This is fixed in UoDemo+ Publish 16 and later.
Return to the [[Command List]].
GetDistanceInTiles
0
71
269
2010-04-14T22:33:19Z
Batlin
3
Created page with 'integer '''getDistanceInTiles'''(location ''A'', location ''B'');<br> This function will return 9999 if A.x or B.x is greater or equal to 5120. Otherwise the absolute value of t…'
wikitext
text/x-wiki
integer '''getDistanceInTiles'''(location ''A'', location ''B'');<br>
This function will return 9999 if A.x or B.x is greater or equal to 5120. Otherwise the absolute value of the difference between A and B is made for both x and y and the highest value of the two is returned. The Z value is ignored when calculating the difference.
Pseudo-code (using signed integers):<pre>
integer DistanceInTiles(location A, location B)
{
if(A.x >= 5120 || B.x >= 5120)
return 9999;
Xdiff = A.x - B.x;
ydiff = A.y - B.y;
if(xdiff < 0)
xdiff = -xdiff;
if(ydiff < 0)
ydiff = -ydiff;
if(A.x < 5120) // OSI-bug (?), A.x is always lower than 5120
{
if(5120 - xdiff > xdiff)
xdiff = 5120 - xdiff;
if(4096 - ydiff > ydiff)
ydiff = 4096 - ydiff;
}
if(xdiff > ydiff)
retval = xdiff;
else
retval = ydiff;
return retval;
}</pre>
Return to the [[Command List]].
270
269
2010-04-14T22:40:36Z
Batlin
3
decompilation fix
wikitext
text/x-wiki
integer '''getDistanceInTiles'''(location ''A'', location ''B'');<br>
This function will calculate the absolute value of the difference between A and B (for both x and y) and the highest value of the two is returned. The Z value is ignored when calculating the difference.
Pseudo-code (using signed integers):<pre>
integer DistanceInTiles(location A, location B)
{
// NOTE TO SELF: I should clear this up when I'm not so sleepy
tmpx = A.x >= 5120 ? 1 : 0;
tmpy = B.x >= 5120 ? 1 : 0;
if(tmpx ^ tmpy != 0)
return 9999;
Xdiff = A.x - B.x;
ydiff = A.y - B.y;
if(xdiff < 0)
xdiff = -xdiff;
if(ydiff < 0)
ydiff = -ydiff;
if(A.x < 5120)
{
if(5120 - xdiff > xdiff)
xdiff = 5120 - xdiff;
if(4096 - ydiff > ydiff)
ydiff = 4096 - ydiff;
}
if(xdiff > ydiff)
retval = xdiff;
else
retval = ydiff;
return retval;
}</pre>
Return to the [[Command List]].
271
270
2010-04-14T22:41:23Z
Batlin
3
wikitext
text/x-wiki
integer '''getDistanceInTiles'''(location ''A'', location ''B'');<br>
This function will calculate the absolute value of the difference between A and B (for both x and y) and the highest value of the two is returned. The Z value is ignored when calculating the difference.
Pseudo-code (using signed integers):<pre>
integer getDistanceInTiles(location A, location B)
{
// NOTE TO SELF: I should clear this up when I'm not so sleepy
tmpx = A.x >= 5120 ? 1 : 0;
tmpy = B.x >= 5120 ? 1 : 0;
if(tmpx ^ tmpy != 0)
return 9999;
Xdiff = A.x - B.x;
ydiff = A.y - B.y;
if(xdiff < 0)
xdiff = -xdiff;
if(ydiff < 0)
ydiff = -ydiff;
if(A.x < 5120)
{
if(5120 - xdiff > xdiff)
xdiff = 5120 - xdiff;
if(4096 - ydiff > ydiff)
ydiff = 4096 - ydiff;
}
if(xdiff > ydiff)
retval = xdiff;
else
retval = ydiff;
return retval;
}</pre>
Return to the [[Command List]].
272
271
2010-04-14T22:43:39Z
Batlin
3
wikitext
text/x-wiki
integer '''getDistanceInTiles'''(location ''A'', location ''B'');<br>
This function will calculate the absolute value of the difference between A and B (for both x and y) and the highest value of the two is returned. The Z value is ignored when calculating the difference.
Pseudo-code (using signed integers):<pre>
integer getDistanceInTiles(location A, location B)
{
// NOTE TO SELF: I should explain this better when I'm not so sleepy
Ax_is_invalid = A.x >= 5120 ? 1 : 0;
Bx_is_invalid = B.x >= 5120 ? 1 : 0;
if(Ax_is_invalid ^ Bx_is_invalid != 0) // Indeed, XOR is used here
return 9999;
Xdiff = A.x - B.x;
ydiff = A.y - B.y;
if(xdiff < 0)
xdiff = -xdiff;
if(ydiff < 0)
ydiff = -ydiff;
if(A.x < 5120)
{
if(5120 - xdiff > xdiff)
xdiff = 5120 - xdiff;
if(4096 - ydiff > ydiff)
ydiff = 4096 - ydiff;
}
if(xdiff > ydiff)
retval = xdiff;
else
retval = ydiff;
return retval;
}</pre>
Return to the [[Command List]].
273
272
2010-04-14T22:44:02Z
Batlin
3
Protected "[[GetDistanceInTiles]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
integer '''getDistanceInTiles'''(location ''A'', location ''B'');<br>
This function will calculate the absolute value of the difference between A and B (for both x and y) and the highest value of the two is returned. The Z value is ignored when calculating the difference.
Pseudo-code (using signed integers):<pre>
integer getDistanceInTiles(location A, location B)
{
// NOTE TO SELF: I should explain this better when I'm not so sleepy
Ax_is_invalid = A.x >= 5120 ? 1 : 0;
Bx_is_invalid = B.x >= 5120 ? 1 : 0;
if(Ax_is_invalid ^ Bx_is_invalid != 0) // Indeed, XOR is used here
return 9999;
Xdiff = A.x - B.x;
ydiff = A.y - B.y;
if(xdiff < 0)
xdiff = -xdiff;
if(ydiff < 0)
ydiff = -ydiff;
if(A.x < 5120)
{
if(5120 - xdiff > xdiff)
xdiff = 5120 - xdiff;
if(4096 - ydiff > ydiff)
ydiff = 4096 - ydiff;
}
if(xdiff > ydiff)
retval = xdiff;
else
retval = ydiff;
return retval;
}</pre>
Return to the [[Command List]].
Templatestable.dat
0
72
274
2010-06-14T19:48:16Z
Stuck
5
Created page with '= Templates = placeholder'
wikitext
text/x-wiki
= Templates =
placeholder
IsValid
0
73
276
2010-06-14T21:02:21Z
Batlin
3
Created page with 'integer '''isValid'''(object ''AnyObject''); This function will return 1 if the specified object exists, otherwise the function will return 0. Return to the [[Command List]].'
wikitext
text/x-wiki
integer '''isValid'''(object ''AnyObject'');
This function will return 1 if the specified object exists, otherwise the function will return 0.
Return to the [[Command List]].
Objtoint
0
38
277
184
2010-06-14T21:03:34Z
Batlin
3
wikitext
text/x-wiki
integer '''objtoint'''(object ''AnyObject'');
This function will return the serial (numerical identifier) of any object. No check is made to see if the object actually exists or not. Use the [[isValid]] function to check the validness of an object.
Return to the [[Command List]].
EatObject
0
74
279
2010-06-25T09:57:41Z
Batlin
3
Created page with 'integer '''eatObject'''(object ''Eater'', object ''Eaten''); This function is not implemented and will therefor do nothing and always return 0. However, from the disassembly it'…'
wikitext
text/x-wiki
integer '''eatObject'''(object ''Eater'', object ''Eaten'');
This function is not implemented and will therefor do nothing and always return 0.
However, from the disassembly it's clear that this function was ment only to be used by NPC's.
Return to the [[Command List]].
GetTimeSecs
0
69
280
267
2010-06-25T22:58:40Z
Batlin
3
wikitext
text/x-wiki
integer '''getTimeSecs'''(void);
This is a bug-fixed function as of UoDemo+ Publish 16.
This function will return the system time in seconds. This is implemented by using the ''time'' C Library function, therefor the time is the number of seconds elapsed since January 1, 1970.
When OSI ported their server code to Windows and merged it with the client code, they made a mistake and replaced the calls to ''time'' with calls to ''timeGetTime''. Thus in the original demo and UoDemo+ up to Publish 15, this function will return the current system time (server time) in milliseconds. This was implemented by using the ''timeGetTime'' Windows Multimedia function, therefor the return time was the time elapsed since Windows was started. Please refer to your Windows (MSDN) documentation for more details and remarks.
Return to the [[Command List]].
Mass M Decompiler
0
17
281
138
2010-08-21T21:14:58Z
Batlin
3
wikitext
text/x-wiki
Presenting you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
If you need assistance with using the Mass M Decompiler please search or post your question at JoinUO : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
'''Current:'''<br>
[http://download.joinuo.com/Mass%20M%20Decompiler/Mass%20M%20Decompiler%20(Publish%203).zip Download Mass M Decompiler (Publish 3)].<br>
NOTE: This version uses the UO Demo SDK and also fixed a bug related with the decompilation of the targetloc event, this bug was reported by Garret of [http://www.ruosi.org ruosi.org].
'''Archived:'''<br>
[http://download.joinuo.com/Mass%20M%20Decompiler/Mass%20M%20Decompiler%20(Publish%202).zip Download Mass M Decompiler (Publish 2)].<br>
NOTE: Publish 2 fixes the include statement to make it compatible with the actual script contents
[http://download.joinuo.com/Mass%20M%20Decompiler/Mass%20M%20Decompiler%20(Publish%201).zip Download Mass M Decompiler (Publish 1)].
Technical information about the M files can be found [[scripts|here]].
Command List
0
37
282
278
2010-09-08T09:25:14Z
Batlin
3
/* All Public Functions: */
wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer isMurderer(object);<br>
integer getMurderCount(object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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2010-09-08T09:56:11Z
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer getSex(object);<br>
integer sameSex(object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string getHeShe(object);<br>
string getHimHer(object);<br>
string getHisHer(object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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2010-09-13T10:44:10Z
Batlin
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void callback(object, integer, integer);<br>
void callBack(object, integer, integer);<br>
void shortcallback(object, integer, integer);<br>
void shortCallback(object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
295
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2010-09-22T22:32:01Z
Derrick
2
Links to callback functions
wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void removePrefix(string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer getDecayMax(object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer getDefaultDieDecay(void);<br>
integer getDecayInternval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void setDecayTest(integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
328
322
2011-08-11T20:04:12Z
Batlin
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer isOwnedPet(object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
GetCompileFlag
0
75
283
2010-09-08T09:40:00Z
Batlin
3
Created page with 'integer '''getCompileFlag'''(string ''Flag''); This function returns information about how the core was compiled. If an invalid flag is given the function will return 0. Flag 1…'
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text/x-wiki
integer '''getCompileFlag'''(string ''Flag'');
This function returns information about how the core was compiled. If an invalid flag is given the function will return 0.
Flag 1: returns 1 and indicates "The new reputation system"<br>
Flag 2: returns 0 and indicates "No requirement check to buy ship/house deeds"<br>
Flag 3: returns the publish number of UoDemo+ as of Publish 16 (older releases will return 0)
NOTE: Flag 2 is only checked by these 3 scripts : housedeed, multistuff, shipdeed.
Return to the [[Command List]].
IsMurderer
0
76
285
2010-09-08T10:00:02Z
Batlin
3
Created page with 'string '''isMurderer'''(object ''AnyObject''); This function will return 1 if the AnyObject has the ''murderCount'' object variable attached and its value is higher or equal tha…'
wikitext
text/x-wiki
string '''isMurderer'''(object ''AnyObject'');
This function will return 1 if the AnyObject has the ''murderCount'' object variable attached and its value is higher or equal than 5, otherwise 0 is returned. No attempt is made to verify that the specified object is a mobile.
Return to the [[Command List]].
287
285
2010-09-08T10:03:20Z
Batlin
3
wikitext
text/x-wiki
integer '''isMurderer'''(object ''AnyObject'');
This function will return 1 if the AnyObject has the ''murderCount'' object variable attached and its value is higher or equal than 5, otherwise 0 is returned. No attempt is made to verify that the specified object is a mobile.
Return to the [[Command List]].
GetMurderCount
0
77
286
2010-09-08T10:02:52Z
Batlin
3
Created page with 'integer '''getMurderCount'''(object ''AnyObject''); This function will return the value of the attached ''murderCount'' object variable, if ''murderCount'' is not attached then …'
wikitext
text/x-wiki
integer '''getMurderCount'''(object ''AnyObject'');
This function will return the value of the attached ''murderCount'' object variable, if ''murderCount'' is not attached then 0 is returned. No attempt is made to verify that the specified object is a mobile.
Return to the [[Command List]].
ObjToStr
0
43
288
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2010-09-08T10:04:09Z
Batlin
3
wikitext
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string '''objToStr'''(object ''AnyObject'');
This function will return the serial (numerical identifier) of any object as a string. The serial is represented as an unsigned integer ranging from 0 to 4294967295. No check is made to see if the object actually exists or not.
Return to the [[Command List]].
GetSex
0
78
290
2010-09-13T10:46:18Z
Batlin
3
Created page with 'integer '''getSex'''(object ''Mobile'');<br> The ''getSex'' function will return the sex of a mobile. The returned value can be 0, 1 or 2. 0: the given object is not a valid mo…'
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text/x-wiki
integer '''getSex'''(object ''Mobile'');<br>
The ''getSex'' function will return the sex of a mobile. The returned value can be 0, 1 or 2.
0: the given object is not a valid mobile or is a valid mobile and has a male body type (0x190)<br>
1: the given object is a valid mobile and has a female body type (0x191)<br>
2: the given object is a valid mobile but does not have a male nor a female body type<br>
Because the return value 0 indicates both a male or an invalid object/mobile you should use the [[isMobile]] function in your scripts to ensure that the object is valid!
Return to the [[Command List]].
SameSex
0
79
291
2010-09-13T11:11:22Z
Batlin
3
Created page with 'integer '''sameSex'''(object ''MobileA'', object ''MobileB'');<br> The ''sameSex'' function will return 1 if both mobiles have the same 'sex value', see [[getSex]]. Otherwise 0 …'
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text/x-wiki
integer '''sameSex'''(object ''MobileA'', object ''MobileB'');<br>
The ''sameSex'' function will return 1 if both mobiles have the same 'sex value', see [[getSex]]. Otherwise 0 is returned.
Because a 'sex value' of 0 is used for both male mobiles and invalid mobiles, you should use the [[isMobile]] function to validate the objects first to avoid unwanted results!
Return to the [[Command List]].
GetHeShe
0
80
292
2010-09-13T11:15:39Z
Batlin
3
Created page with 'integer '''getHeShe'''(object ''Mobile'');<br> The ''getHeShe'' function will return a string containing "he", "she" or "it" based on the sex value of a mobile. See [[getSex]]. …'
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integer '''getHeShe'''(object ''Mobile'');<br>
The ''getHeShe'' function will return a string containing "he", "she" or "it" based on the sex value of a mobile. See [[getSex]].
sex=0: "he" is returned<br>
sex=1: "she" is returned<br>
sex=2: "it" is returned<br>
If an invalid object/mobile is provided than the string "he" will be returned, see [[getSex]] for more details.
Return to the [[Command List]].
GetHimHer
0
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Batlin
3
Created page with 'integer '''getHimHer'''(object ''Mobile'');<br> The ''getHimHer'' function will return a string containing "him", "her" or "it" based on the sex value of a mobile. See [[getSex]…'
wikitext
text/x-wiki
integer '''getHimHer'''(object ''Mobile'');<br>
The ''getHimHer'' function will return a string containing "him", "her" or "it" based on the sex value of a mobile. See [[getSex]].
sex=0: "him" is returned<br>
sex=1: "her" is returned<br>
sex=2: "it" is returned<br>
If an invalid object/mobile is provided than the string "him" will be returned, see [[getSex]] for more details.
Return to the [[Command List]].
GetHisHer
0
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Batlin
3
Created page with 'integer '''getHisHer'''(object ''Mobile'');<br> The ''getHisHer'' function will return a string containing "his", "her" or "its" based on the sex value of a mobile. See [[getSex…'
wikitext
text/x-wiki
integer '''getHisHer'''(object ''Mobile'');<br>
The ''getHisHer'' function will return a string containing "his", "her" or "its" based on the sex value of a mobile. See [[getSex]].
sex=0: "his" is returned<br>
sex=1: "her" is returned<br>
sex=2: "its" is returned<br>
If an invalid object/mobile is provided than the string "his" will be returned, see [[getSex]] for more details.
Return to the [[Command List]].
CallBack
0
83
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2010-09-22T22:34:22Z
Derrick
2
Created page with 'callback(object entity, int seconds, int callbackid) Example: callback(this, 0x04B0, 0x40);'
wikitext
text/x-wiki
callback(object entity, int seconds, int callbackid)
Example: callback(this, 0x04B0, 0x40);
ShortCallback
0
84
297
2010-09-22T22:35:53Z
Derrick
2
Created page with 'shortCallback(object entity, int ticks, int callbackid) Example: shortCallback(this, 0x03, 0x32);'
wikitext
text/x-wiki
shortCallback(object entity, int ticks, int callbackid)
Example: shortCallback(this, 0x03, 0x32);
Templatestable.dat
0
72
298
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moved [[Templatestable.dat]] to [[Templatestable]]: .dat is not an acceptable URL
wikitext
text/x-wiki
= Templates =
placeholder
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moved [[Templatestable]] to [[Templatestable.dat]] over redirect: Fixed IIS config, .dat is now allowed
wikitext
text/x-wiki
= Templates =
placeholder
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Draft File Description
wikitext
text/x-wiki
= Templates =
Much of the Content of UO is defined in this file.
Organized into individually numbered templates, the individual templates defined in this file provide the contruction arguments (delarations) for non-generic items, and all templated mobiles (such as NPC's, Monsters, Packs of creatures, Camps, etc.). It is evident from the structure and content of this file that there is much parity between Items and Mobiles.
= Template Structure =
Each declaration in the file appears on it's own line. Some delarations are are optional and/or repeatable as approptiate for that class of delaration.
The general format is as follows, with the individual elements, and value types defined later.
<pre>
<<ID>>
<type <ObjectType> <TypeSpecificID>>
[Optional Elements...]
<@@@ END @@@>
</pre>
= Template Elements =
One per line, internal whitespace ignored.
==Required Elements==
{| class="wikitable" border="1"
! Name !! Format !! Description
|-
|TemplateID || <<TemplateID>> || The ID of this template
|-
|Template Type|| <type <ObjectType> <ObjectID>> || The ObjectType of this tempate and the ObjectID
|-
|End|| <@@@ END @@@> || Marks the end of the template
|}
==Optional Elements==
R: Repeatable
M: NORMAL or SHOPKEEPER
I: ITEM
Because the NONE type is used as a template overlay, it's assumed all elements are valid for none
{| class="wikitable" border="1"
! Name !! Format !! Description
!R!!M!!I
|-
|Region || <region <Value>> || Not fully understood
| || X || ?
|-
|RegionLimit || <regionlimit <Value>> || Not fully understood
| || X || ?
|-
|Job|| <job <UnquotedString>> || A Title of an NPC, displayed after their name
| || X ||
|-
|Sex|| <sex <Gender>> || The gender of the NPC (MALE, FEMALE or OTHER)
| || X ||
|-
|Name|| <name <Value> > || The "Name List" to use to generate a name for the Object(?)
| || X || ?
|-
|Partial Hue|| <partialhue <HueValue>> || The "partial hue" to apply to the object (vs. "solid hue")
| || X || ?
|-
|Hue|| <hue <HueValue>> || The "solid hue" to apply to the object
| || X || ?
|-
|Quantity|| <quantity <SingleValue>> || Quantity, probably used only when ObjectID represents a stackable item
| ? || ? || X
|-
|ObjVar|| <objvar <Type> <String> <Value> > || An ObjVar to add to the Object
| X || X ||
|-
|Script|| <script <String>> || An Script to attach to the Object
| X || X || ?
|-
|sfxNotice|| <sfxnotice <Value>> || Mobile Notice sound ID
| || X ||
|-
|sfxIdle|| <sfxidle <Value>> || Mobile Notice sound ID
| || X ||
|-
|sfxHit|| <sfxidle <Value>> || Mobile Idle sound ID
| || X ||
|-
|sfxWasHit|| <sfxwashit <Value>> || Mobile Took Damage sound ID
| || X ||
|-
|sfxDie|| <sfxdie <Value>> || Mobile Died sound ID
| || X ||
|-
|ConvFrag|| <convfrag <FragmentName>> || Add Speech Fragment for the Mobile
| X || X ||
|-
|Alignment|| <alignment <AlignEntry>> || The Alignment the Mobile (GOOD, NEUTRAL or EVIL)
| || X ||
|-
|Notoriety|| <notoriety <SingleValue>> || The Notoriety value of the Mobile (Int or Dice)
| || X ||
|-
|Strength|| <strength <SingleValue>> || The Strength value of the Mobile (Int or Dice)
| || X ||
|-
|Dexterity|| <dexterity <SingleValue>> || The Dexterity value of the Mobile (Int or Dice)
| || X ||
|-
|Intelligence|| <intelligence <SingleValue>> || The Intelligence value of the Mobile (Int or Dice)
| || X ||
|-
|HitPoints|| |<hp <SingleValue|"STR">> || The HitPoints value of the Mobile, or use STR as base
| || X ||
|-
|Mana|| |<mana <SingleValue|INT>> || The Mana value of the Mobile, or use INT as base
| || X ||
|-
|Stamina|| |<stamina <SingleValue|DEX>> || The Stamina value of the Mobile, or use DEX as base
| || X ||
|-
|NaturalWC|| <naturalwc <SingleValue>> || The Default Base Damage the NPC delivers when it Hits
| || X ||
|-
|NaturalAC|| <naturalac <SingleValue>> || The The Natural Armor Class of the creature
| || X ||
|-
|Immunities|| <immunities <ImmunityValue>> || Immunity
| X || X || ?
|-
|Skill|| <sk <SkillValue> <Value>> || Set skill on mobile to value
| X || X ||
|-
|Equip|| |<eq <ObjectDefValue> [MAGIC I J K] <HueValue> <Amount> [AT X Y Z] [SELFCONTAINED|SELLABLE|BUYABLE|contained|wear] [poi_cleanup] [sumdeadtemp]> || Add Object
| X || X || X
|-
|Friends|| <friends <TemplateID>> || Identifies "Friends" of this Mobile by template
| X || X ||
|-
|Resource|| <resource [food|shelter|production|desire] <Max> <Rate> <ResName>> || Resource declaration
| X || X || X
|}
=Value Definitions=
TODO
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/* Optional Elements */
wikitext
text/x-wiki
= Templates =
Much of the Content of UO is defined in this file.
Organized into individually numbered templates, the individual templates defined in this file provide the contruction arguments (delarations) for non-generic items, and all templated mobiles (such as NPC's, Monsters, Packs of creatures, Camps, etc.). It is evident from the structure and content of this file that there is much parity between Items and Mobiles.
= Template Structure =
Each declaration in the file appears on it's own line. Some delarations are are optional and/or repeatable as approptiate for that class of delaration.
The general format is as follows, with the individual elements, and value types defined later.
<pre>
<<ID>>
<type <ObjectType> <TypeSpecificID>>
[Optional Elements...]
<@@@ END @@@>
</pre>
= Template Elements =
One per line, internal whitespace ignored.
==Required Elements==
{| class="wikitable" border="1"
! Name !! Format !! Description
|-
|TemplateID || <<TemplateID>> || The ID of this template
|-
|Template Type|| <type <ObjectType> <ObjectID>> || The ObjectType of this tempate and the ObjectID
|-
|End|| <@@@ END @@@> || Marks the end of the template
|}
==Optional Elements==
R: Repeatable
M: NORMAL or SHOPKEEPER
I: ITEM
Because the NONE type is used as a template overlay, it's assumed all elements are valid for none
{| class="wikitable" border="1"
! Name !! Format !! Description
!R!!M!!I
|-
|Region || <region <Value>> || Not fully understood
| || X || ?
|-
|RegionLimit || <regionlimit <Value>> || Not fully understood
| || X || ?
|-
|Job|| <job <UnquotedString>> || A Title of an NPC, displayed after their name
| || X ||
|-
|Sex|| <sex <Gender>> || The gender of the NPC (MALE, FEMALE or OTHER)
| || X ||
|-
|Name|| <name <Value> > || The "Name List" to use to generate a name for the Object(?)
| || X || ?
|-
|Partial Hue|| <partialhue <HueValue>> || The "partial hue" to apply to the object (vs. "solid hue")
| || X || ?
|-
|Hue|| <hue <HueValue>> || The "solid hue" to apply to the object
| || X || ?
|-
|Quantity|| <quantity <SingleValue>> || Quantity, probably used only when ObjectID represents a stackable item
| ? || ? || X
|-
|ObjVar|| <objvar <Type> <String> <Value> > || An ObjVar to add to the Object
| X || X ||
|-
|Script|| <script <String>> || An Script to attach to the Object
| X || X || ?
|-
|sfxNotice|| <sfxnotice <Value>> || Mobile Notice sound ID
| || X ||
|-
|sfxIdle|| <sfxidle <Value>> || Mobile Notice sound ID
| || X ||
|-
|sfxHit|| <sfxidle <Value>> || Mobile Idle sound ID
| || X ||
|-
|sfxWasHit|| <sfxwashit <Value>> || Mobile Took Damage sound ID
| || X ||
|-
|sfxDie|| <sfxdie <Value>> || Mobile Died sound ID
| || X ||
|-
|ConvFrag|| <convfrag <FragmentName>> || Add Speech Fragment for the Mobile
| X || X ||
|-
|Alignment|| <alignment <AlignEntry>> || The Alignment the Mobile (GOOD, NEUTRAL or EVIL)
| || X ||
|-
|Notoriety|| <notoriety <SingleValue>> || The Notoriety value of the Mobile (Int or Dice)
| || X ||
|-
|Strength|| <strength <SingleValue>> || The Strength value of the Mobile (Int or Dice)
| || X ||
|-
|Dexterity|| <dexterity <SingleValue>> || The Dexterity value of the Mobile (Int or Dice)
| || X ||
|-
|Intelligence|| <intelligence <SingleValue>> || The Intelligence value of the Mobile (Int or Dice)
| || X ||
|-
|HitPoints|| |<hp <SingleValue|STR>> || The HitPoints value of the Mobile, or use STR as base
| || X ||
|-
|Mana|| |<mana <SingleValue|INT>> || The Mana value of the Mobile, or use INT as base
| || X ||
|-
|Stamina|| |<stamina <SingleValue|DEX>> || The Stamina value of the Mobile, or use DEX as base
| || X ||
|-
|NaturalWC|| <naturalwc <SingleValue>> || The Default Base Damage the NPC delivers when it Hits
| || X ||
|-
|NaturalAC|| <naturalac <SingleValue>> || The The Natural Armor Class of the creature
| || X ||
|-
|Immunities|| <immunities <ImmunityValue>> || Immunity
| X || X || ?
|-
|Skill|| <sk <SkillValue> <SingleValue>> || Set skill on mobile to value
| X || X ||
|-
|Equip|| |<eq <ObjectDefValue> [MAGIC I J K] <HueValue> <Amount> [AT X Y Z] [SELFCONTAINED|SELLABLE|BUYABLE|contained|wear] [poi_cleanup] [sumdeadtemp]> || Add Object
| X || X || X
|-
|Friends|| <friends <TemplateID>> || Identifies "Friends" of this Mobile by template
| X || X ||
|-
|Resource|| |<resource [food|shelter|production|desire] <Max> <Rate> <ResName>> || Resource declaration
| X || X || X
|}
=Value Definitions=
TODO
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2
/* Optional Elements */ Added a couple missing elements
wikitext
text/x-wiki
= Templates =
Much of the Content of UO is defined in this file.
Organized into individually numbered templates, the individual templates defined in this file provide the contruction arguments (delarations) for non-generic items, and all templated mobiles (such as NPC's, Monsters, Packs of creatures, Camps, etc.). It is evident from the structure and content of this file that there is much parity between Items and Mobiles.
= Template Structure =
Each declaration in the file appears on it's own line. Some delarations are are optional and/or repeatable as approptiate for that class of delaration.
The general format is as follows, with the individual elements, and value types defined later.
<pre>
<<ID>>
<type <ObjectType> <TypeSpecificID>>
[Optional Elements...]
<@@@ END @@@>
</pre>
= Template Elements =
One per line, internal whitespace ignored.
==Required Elements==
{| class="wikitable" border="1"
! Name !! Format !! Description
|-
|TemplateID || <<TemplateID>> || The ID of this template
|-
|Template Type|| <type <ObjectType> <ObjectID>> || The ObjectType of this tempate and the ObjectID
|-
|End|| <@@@ END @@@> || Marks the end of the template
|}
==Optional Elements==
R: Repeatable
M: NORMAL or SHOPKEEPER
I: ITEM
Because the NONE type is used as a template overlay, it's assumed all elements are valid for none
{| class="wikitable" border="1"
! Name !! Format !! Description
!R!!M!!I
|-
|CreatesNPCs|| <createsnpcs <Bool>> || This item generates NPC's relative to it's position in <eq>
| || || X
|-
|Frequency || <frequency <SingleValue>> || Not fully understood
| || X || X
|-
|Region || <region <Value>> || Not fully understood
| || X || ?
|-
|RegionLimit || <regionlimit <Value>> || Not fully understood
| || X || ?
|-
|Job|| <job <UnquotedString>> || A Title of an NPC, displayed after their name
| || X ||
|-
|Sex|| <sex <Gender>> || The gender of the NPC (MALE, FEMALE or OTHER)
| || X ||
|-
|Name|| <name <Value> > || The "Name List" to use to generate a name for the Object(?)
| || X || ?
|-
|Partial Hue|| <partialhue <HueValue>> || The "partial hue" to apply to the object (vs. "solid hue")
| || X || ?
|-
|Hue|| <hue <HueValue>> || The "solid hue" to apply to the object
| || X || ?
|-
|Quantity|| <quantity <SingleValue>> || Quantity, probably used only when ObjectID represents a stackable item
| ? || ? || X
|-
|ObjVar|| <objvar <Type> <String> <Value> > || An ObjVar to add to the Object
| X || X ||
|-
|Script|| <script <String>> || An Script to attach to the Object
| X || X || ?
|-
|sfxNotice|| <sfxnotice <Value>> || Mobile Notice sound ID
| || X ||
|-
|sfxIdle|| <sfxidle <Value>> || Mobile Notice sound ID
| || X ||
|-
|sfxHit|| <sfxidle <Value>> || Mobile Idle sound ID
| || X ||
|-
|sfxWasHit|| <sfxwashit <Value>> || Mobile Took Damage sound ID
| || X ||
|-
|sfxDie|| <sfxdie <Value>> || Mobile Died sound ID
| || X ||
|-
|ConvFrag|| <convfrag <FragmentName>> || Add Speech Fragment for the Mobile
| X || X ||
|-
|Alignment|| <alignment <AlignEntry>> || The Alignment the Mobile (GOOD, NEUTRAL or EVIL)
| || X ||
|-
|Notoriety|| <notoriety <SingleValue>> || The Notoriety value of the Mobile (Int or Dice)
| || X ||
|-
|Strength|| <strength <SingleValue>> || The Strength value of the Mobile (Int or Dice)
| || X ||
|-
|Dexterity|| <dexterity <SingleValue>> || The Dexterity value of the Mobile (Int or Dice)
| || X ||
|-
|Intelligence|| <intelligence <SingleValue>> || The Intelligence value of the Mobile (Int or Dice)
| || X ||
|-
|HitPoints|| |<hp <SingleValue|STR>> || The HitPoints value of the Mobile, or use STR as base
| || X ||
|-
|Mana|| |<mana <SingleValue|INT>> || The Mana value of the Mobile, or use INT as base
| || X ||
|-
|Stamina|| |<stamina <SingleValue|DEX>> || The Stamina value of the Mobile, or use DEX as base
| || X ||
|-
|NaturalWC|| <naturalwc <SingleValue>> || The Default Base Damage the NPC delivers when it Hits
| || X ||
|-
|NaturalAC|| <naturalac <SingleValue>> || The The Natural Armor Class of the creature
| || X ||
|-
|Immunities|| <immunities <ImmunityValue>> || Immunity
| X || X || ?
|-
|Skill|| <sk <SkillValue> <SingleValue>> || Set skill on mobile to value
| X || X ||
|-
|Equip|| |<eq <ObjectDefValue> [MAGIC I J K] <HueValue> <Amount> [AT X Y Z] [SELFCONTAINED|SELLABLE|BUYABLE|contained|wear] [poi_cleanup] [sumdeadtemp] [pet]> || Add Object
| X || X || X
|-
|Friends|| <friends <TemplateID>> || Identifies "Friends" of this Mobile by template
| X || X ||
|-
|Resource|| |<resource [food|shelter|production|desire] <Max> <Rate> <ResName>> || Resource declaration
| X || X || X
|}
=Value Definitions=
TODO
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Derrick
2
/* Optional Elements */ added <req> element, I suspect this is a bugged enty,
wikitext
text/x-wiki
= Templates =
Much of the Content of UO is defined in this file.
Organized into individually numbered templates, the individual templates defined in this file provide the contruction arguments (delarations) for non-generic items, and all templated mobiles (such as NPC's, Monsters, Packs of creatures, Camps, etc.). It is evident from the structure and content of this file that there is much parity between Items and Mobiles.
= Template Structure =
Each declaration in the file appears on it's own line. Some delarations are are optional and/or repeatable as approptiate for that class of delaration.
The general format is as follows, with the individual elements, and value types defined later.
<pre>
<<ID>>
<type <ObjectType> <TypeSpecificID>>
[Optional Elements...]
<@@@ END @@@>
</pre>
= Template Elements =
One per line, internal whitespace ignored.
==Required Elements==
{| class="wikitable" border="1"
! Name !! Format !! Description
|-
|TemplateID || <<TemplateID>> || The ID of this template
|-
|Template Type|| <type <ObjectType> <ObjectID>> || The ObjectType of this tempate and the ObjectID
|-
|End|| <@@@ END @@@> || Marks the end of the template
|}
==Optional Elements==
R: Repeatable
M: NORMAL or SHOPKEEPER
I: ITEM
Because the NONE type is used as a template overlay, it's assumed all elements are valid for none
{| class="wikitable" border="1"
! Name !! Format !! Description
!R!!M!!I
|-
|CreatesNPCs|| <createsnpcs <Bool>> || This item generates NPC's relative to it's position in <eq>
| || || X
|-
|Frequency || <frequency <SingleValue>> || Not fully understood
| || X || X
|-
|Region || <region <Value>> || Not fully understood
| || X || ?
|-
|RegionLimit || <regionlimit <Value>> || Not fully understood
| || X || ?
|-
|Job|| <job <UnquotedString>> || A Title of an NPC, displayed after their name
| || X ||
|-
|Sex|| <sex <Gender>> || The gender of the NPC (MALE, FEMALE or OTHER)
| || X ||
|-
|Name|| <name <Value> > || The "Name List" to use to generate a name for the Object(?)
| || X || ?
|-
|Partial Hue|| <partialhue <HueValue>> || The "partial hue" to apply to the object (vs. "solid hue")
| || X || ?
|-
|Hue|| <hue <HueValue>> || The "solid hue" to apply to the object
| || X || ?
|-
|Quantity|| <quantity <SingleValue>> || Quantity, probably used only when ObjectID represents a stackable item
| ? || ? || X
|-
|ObjVar|| <objvar <Type> <String> <Value> > || An ObjVar to add to the Object
| X || X ||
|-
|Script|| <script <String>> || An Script to attach to the Object
| X || X || ?
|-
|sfxNotice|| <sfxnotice <Value>> || Mobile Notice sound ID
| || X ||
|-
|sfxIdle|| <sfxidle <Value>> || Mobile Notice sound ID
| || X ||
|-
|sfxHit|| <sfxidle <Value>> || Mobile Idle sound ID
| || X ||
|-
|sfxWasHit|| <sfxwashit <Value>> || Mobile Took Damage sound ID
| || X ||
|-
|sfxDie|| <sfxdie <Value>> || Mobile Died sound ID
| || X ||
|-
|ConvFrag|| <convfrag <FragmentName>> || Add Speech Fragment for the Mobile
| X || X ||
|-
|Alignment|| <alignment <AlignEntry>> || The Alignment the Mobile (GOOD, NEUTRAL or EVIL)
| || X ||
|-
|Notoriety|| <notoriety <SingleValue>> || The Notoriety value of the Mobile (Int or Dice)
| || X ||
|-
|Strength|| <strength <SingleValue>> || The Strength value of the Mobile (Int or Dice)
| || X ||
|-
|Dexterity|| <dexterity <SingleValue>> || The Dexterity value of the Mobile (Int or Dice)
| || X ||
|-
|Intelligence|| <intelligence <SingleValue>> || The Intelligence value of the Mobile (Int or Dice)
| || X ||
|-
|HitPoints|| |<hp <SingleValue|STR>> || The HitPoints value of the Mobile, or use STR as base
| || X ||
|-
|Mana|| |<mana <SingleValue|INT>> || The Mana value of the Mobile, or use INT as base
| || X ||
|-
|Stamina|| |<stamina <SingleValue|DEX>> || The Stamina value of the Mobile, or use DEX as base
| || X ||
|-
|NaturalWC|| <naturalwc <SingleValue>> || The Default Base Damage the NPC delivers when it Hits
| || X ||
|-
|NaturalAC|| <naturalac <SingleValue>> || The The Natural Armor Class of the creature
| || X ||
|-
|Immunities|| <immunities <ImmunityValue>> || Immunity
| X || X || ?
|-
|Skill|| <sk <SkillValue> <SingleValue>> || Set skill on mobile to value
| X || X ||
|-
|Equip|| |<eq <ObjectDefValue> [MAGIC I J K] <HueValue> <Amount> [AT X Y Z] [SELFCONTAINED|SELLABLE|BUYABLE|contained|wear] [poi_cleanup] [sumdeadtemp] [pet]> || Add Object
| X || X || X
|-
|R Equip|| |<req <ObjectDefValue> [???] <HueValue> <Amount> [AT X Y Z] [???] [poi_cleanup]> || Possible bugged entry
| ? || ? || ?
|-
|Friends|| <friends <TemplateID>> || Identifies "Friends" of this Mobile by template
| X || X ||
|-
|Resource|| |<resource [food|shelter|production|desire] <Max> <Rate> <ResName>> || Resource declaration
| X || X || X
|}
=Value Definitions=
TODO
Templatestable
0
86
301
2010-10-15T15:00:31Z
Derrick
2
moved [[Templatestable]] to [[Templatestable.dat]] over redirect: Fixed IIS config, .dat is now allowed
wikitext
text/x-wiki
#REDIRECT [[Templatestable.dat]]
UODemo Wiki:Community Portal
4
87
302
2010-10-15T15:33:55Z
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2
Created page with 'http://forum.joinuo.com/viewforum.php?f=32'
wikitext
text/x-wiki
http://forum.joinuo.com/viewforum.php?f=32
UODemo Wiki:Current events
4
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Created page with 'No current events.'
wikitext
text/x-wiki
No current events.
Uodemo+
0
15
304
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2010-10-15T15:45:06Z
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2
moved [[Uodemo+]] to [[Uodemo+.exe]]: + cannot a valid url
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 15+: UODEMODLL = <filename (DLL file)><br>
Publish 14+: USEACCOUNTNAME = YES/NO<br>
Publish 14+: MANUALLOGON = YES/NO<br>
Publish 13+: IGNOREDYNIDX0 = YES/NO<br>
Publish 12+: REGKEYNAME = <registry key name><br>
Publish 12+: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 15 ==
The fifteenth publish of the uodemo+ adds an option (UODEMODLL) allowing you to code your own DLL which will be added to the demo's address space. Considering the technical know-how required to produce a usefull DLL you can redirect your questions to the official UoDemo's forum : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2015).rar Download UoDemo+ (Publish 15)]<br>
== Publish 14 ==
The fourteenth publish of the uodemo+ adds an option (USEACCOUNTNAME) to process the Account Name as if it were an AccountID! ''AccountID = atoi(AccountName)''. You can now also disable the automatic logon process by setting MANUALLOGON to YES. A possibility to redirect scripts has been introduced. The formula is "SET <scriptname>.m=<newscriptname>.m". The new Ultima Online Demo script still requires the .q extension at the end of its file name. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2014).rar Download UoDemo+ (Publish 14)]<br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
306
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2010-10-15T15:46:07Z
Derrick
2
moved [[Uodemo+.exe]] to [[Uodemo Plus]]: Plus (+) cannot be contained currently in a URL
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 15+: UODEMODLL = <filename (DLL file)><br>
Publish 14+: USEACCOUNTNAME = YES/NO<br>
Publish 14+: MANUALLOGON = YES/NO<br>
Publish 13+: IGNOREDYNIDX0 = YES/NO<br>
Publish 12+: REGKEYNAME = <registry key name><br>
Publish 12+: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 15 ==
The fifteenth publish of the uodemo+ adds an option (UODEMODLL) allowing you to code your own DLL which will be added to the demo's address space. Considering the technical know-how required to produce a usefull DLL you can redirect your questions to the official UoDemo's forum : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2015).rar Download UoDemo+ (Publish 15)]<br>
== Publish 14 ==
The fourteenth publish of the uodemo+ adds an option (USEACCOUNTNAME) to process the Account Name as if it were an AccountID! ''AccountID = atoi(AccountName)''. You can now also disable the automatic logon process by setting MANUALLOGON to YES. A possibility to redirect scripts has been introduced. The formula is "SET <scriptname>.m=<newscriptname>.m". The new Ultima Online Demo script still requires the .q extension at the end of its file name. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2014).rar Download UoDemo+ (Publish 14)]<br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
308
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2010-10-15T16:20:53Z
Derrick
2
moved [[Uodemo Plus]] to [[Uodemo+]]: Undo
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 15+: UODEMODLL = <filename (DLL file)><br>
Publish 14+: USEACCOUNTNAME = YES/NO<br>
Publish 14+: MANUALLOGON = YES/NO<br>
Publish 13+: IGNOREDYNIDX0 = YES/NO<br>
Publish 12+: REGKEYNAME = <registry key name><br>
Publish 12+: LOCALCOUNSELOR = 1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE = YES/NO<br>
Publish 8+: SAVEDYNAMIC0 = YES/NO<br>
Publish 6+: LOGFILE = <filename> (Razor format)<br>
Publish 4+: RUNDIR = <directory><br>
Publish 3+: DATFILE = <filename><br>
By default: [[SERVERNAME]] = <directory><br>
== Publish 15 ==
The fifteenth publish of the uodemo+ adds an option (UODEMODLL) allowing you to code your own DLL which will be added to the demo's address space. Considering the technical know-how required to produce a usefull DLL you can redirect your questions to the official UoDemo's forum : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2015).rar Download UoDemo+ (Publish 15)]<br>
== Publish 14 ==
The fourteenth publish of the uodemo+ adds an option (USEACCOUNTNAME) to process the Account Name as if it were an AccountID! ''AccountID = atoi(AccountName)''. You can now also disable the automatic logon process by setting MANUALLOGON to YES. A possibility to redirect scripts has been introduced. The formula is "SET <scriptname>.m=<newscriptname>.m". The new Ultima Online Demo script still requires the .q extension at the end of its file name. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2014).rar Download UoDemo+ (Publish 14)]<br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
UOSL Language Package
0
89
314
2011-05-23T23:36:29Z
Derrick
2
Created page with 'This is a placeholder for infomation on the UOSL Language Service'
wikitext
text/x-wiki
This is a placeholder for infomation on the UOSL Language Service
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2011-05-24T14:24:22Z
Derrick
2
Basic information
wikitext
text/x-wiki
== UOSL Language Package for Visual Studio 2010 v2.0 ==
=== Features ===
[[File:uoslQuickInfo.png|400px|thumb|right|Intelisense: QuickInfo, Parameter info, highlighting]][[File:uoslAutoComplete.png|400px|thumb|right|Intelisense: Statement Completion ]]
* Active UOSL source parsing displays syntax and grammar errors as you work.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Intellisense QuickInfo, Statement Completion and Parameter info:
** Keywords, local and inherited variables and functions
** Full library of core functions
** Trigger definitions
* Automatic line indenting.
* Navigate to inherited files with a triple click on the inherits line.
* Visual brace matching
* Visual highlighting of selected identifiers within scope.
* Text colorization for keywords and constants.
=== Requirements ===
* Visual Studio 2010.
** Express editions cannot be supported currently.
* .Net 3.5
* A decent workstation:
** This extension does real-time parsing of UOSL source files.
=== Install Instructions ===
* Uninstall First:
** If you installed an earlier release of the UOSL Extensions using a Setup.exe program, uninstall this software via Add/Remove programs.
** If you installed an earlier version using a vsix package, uninstall the existing version From the Tools\Extension Manager menu in VS2010
* Double click UOSLpkg.vsix to install this extension to Visual Studio.
* Restart Visual Studio
== Version History ==
=== Version 2.0.0.0: Release Date 5/23/2011 ===
Known issues:
* On an reported error parsing an inherits file, each reporting file may need to be closed and reopened, or edited to clear the error condition after the error in the offending file is corrected.
* The code context menu items "Go To Reference", "Go To Declaration" and "Go To Definition" do not do anything.
* Friendly names for core function parameters are not yet available
* In order for parameter help to pop up in an existing function invocation after typing (, put a space after the ( before you type it. This is not an issue for commas.
* Quick Info does not handle the scope of the objects under the cursor, for example when hovering over "callback" you will see the definition or both the core function and the trigger declaration
=== Version 1.0.0.0: Release date 4/10/2011 ===
Known issues:
*Do not use.
== Project Credits: ==
;[mailto:batlin@joinuo.com Batlin]
:Project Founder; UOSL Language specification; Divination; Demo SDK; and many other even more important things too numerous and mysterious to list.
;[mailto:derrick@alienseed.com Derrick]
:UOSL Parser and VS2010 language extension.
318
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2011-05-24T14:25:39Z
Derrick
2
Protected "[[UOSL Language Package]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
wikitext
text/x-wiki
== UOSL Language Package for Visual Studio 2010 v2.0 ==
=== Features ===
[[File:uoslQuickInfo.png|400px|thumb|right|Intelisense: QuickInfo, Parameter info, highlighting]][[File:uoslAutoComplete.png|400px|thumb|right|Intelisense: Statement Completion ]]
* Active UOSL source parsing displays syntax and grammar errors as you work.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Intellisense QuickInfo, Statement Completion and Parameter info:
** Keywords, local and inherited variables and functions
** Full library of core functions
** Trigger definitions
* Automatic line indenting.
* Navigate to inherited files with a triple click on the inherits line.
* Visual brace matching
* Visual highlighting of selected identifiers within scope.
* Text colorization for keywords and constants.
=== Requirements ===
* Visual Studio 2010.
** Express editions cannot be supported currently.
* .Net 3.5
* A decent workstation:
** This extension does real-time parsing of UOSL source files.
=== Install Instructions ===
* Uninstall First:
** If you installed an earlier release of the UOSL Extensions using a Setup.exe program, uninstall this software via Add/Remove programs.
** If you installed an earlier version using a vsix package, uninstall the existing version From the Tools\Extension Manager menu in VS2010
* Double click UOSLpkg.vsix to install this extension to Visual Studio.
* Restart Visual Studio
== Version History ==
=== Version 2.0.0.0: Release Date 5/23/2011 ===
Known issues:
* On an reported error parsing an inherits file, each reporting file may need to be closed and reopened, or edited to clear the error condition after the error in the offending file is corrected.
* The code context menu items "Go To Reference", "Go To Declaration" and "Go To Definition" do not do anything.
* Friendly names for core function parameters are not yet available
* In order for parameter help to pop up in an existing function invocation after typing (, put a space after the ( before you type it. This is not an issue for commas.
* Quick Info does not handle the scope of the objects under the cursor, for example when hovering over "callback" you will see the definition or both the core function and the trigger declaration
=== Version 1.0.0.0: Release date 4/10/2011 ===
Known issues:
*Do not use.
== Project Credits: ==
;[mailto:batlin@joinuo.com Batlin]
:Project Founder; UOSL Language specification; Divination; Demo SDK; and many other even more important things too numerous and mysterious to list.
;[mailto:derrick@alienseed.com Derrick]
:UOSL Parser and VS2010 language extension.
File:UoslQuickInfo.png
6
90
315
2011-05-24T13:55:06Z
Derrick
2
UOSL Language Package v2.0: Quick Info, highlighting and method signature help.
wikitext
text/x-wiki
UOSL Language Package v2.0: Quick Info, highlighting and method signature help.
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Protected "[[File:UoslQuickInfo.png]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
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UOSL Language Package v2.0: Quick Info, highlighting and method signature help.
File:UoslAutoComplete.png
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UOSL Language Package v2.0: Autocomplete
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UOSL Language Package v2.0: Autocomplete
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UOSL Language Package v2.0: Autocomplete
UOSL Parser
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Derrick
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initial draft
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== UOSL Parser ==
=== Features ===
* Parses and normalizes UOSL script.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Command line tool.
* DLL public interfaces for integration into your application.
=== Requirements ===
* Microsoft Windows + .Net 3.5
=== Install Instructions ===
* Unzip
RemovePrefix
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2011-06-03T00:00:51Z
Derrick
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Created page with 'void '''removePrefix'''(string & ''theString'', string ''thePrefix''); This function will remove string supplied as ''thePrefix'' if it exists at the beginning of the reference …'
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void '''removePrefix'''(string & ''theString'', string ''thePrefix'');
This function will remove string supplied as ''thePrefix'' if it exists at the beginning of the reference string ''theString''.
Return to the [[Command List]].
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Protected "[[RemovePrefix]]" ([edit=sysop] (indefinite) [move=sysop] (indefinite))
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void '''removePrefix'''(string & ''theString'', string ''thePrefix'');
This function will remove string supplied as ''thePrefix'' if it exists at the beginning of the reference string ''theString''.
Return to the [[Command List]].
Triggers
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2011-06-29T13:34:15Z
Derrick
2
Created page with '==Full list of Triggers (events)== trigger acquiredesire(obj target) trigger callback<number>() trigger canbuy(obj buyer, obj seller, int quantity) trigger convofunc<string>(…'
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==Full list of Triggers (events)==
trigger acquiredesire(obj target)
trigger callback<number>()
trigger canbuy(obj buyer, obj seller, int quantity)
trigger convofunc<string>(obj talker, string arg)
trigger creation()
trigger creation()
trigger death(obj attacker, obj corpse)
trigger decay(int oldvalue, int newvalue)
trigger destroyed()
trigger enterrange<number>(obj target)
trigger equip(obj equippedon)
trigger famechanged()
trigger foundfood(obj target)
trigger genericgump<number>(obj user, int closeId, list selectList, list entryList)
trigger give(obj giver, obj givenobj)
trigger gotattacked(obj attacker)
trigger hueselected<number>(obj user, int objhue)
trigger ishealthy()
trigger ishitting(obj victim, int damamt)
trigger isstackableon(obj stackon)
trigger killedtarget(obj attacker)
trigger leaverange<number>(obj target)
trigger logout()
trigger lookedat(obj looker)
trigger message<string>(obj sender, list args)
trigger mobishitting(obj victim, int damage)
trigger multirecycle(int oldtype, int newtype)
trigger murdercountchanged()
trigger objaccess<number>(obj user, obj usedon)
trigger objectloaded()
trigger online()
trigger oortargetobj(obj user, obj usedon)
trigger ooruse(obj user)
trigger pathfound<number>()
trigger pathnotfound<number>()
trigger pkpost(obj killer, obj killee)
trigger sawdeath(obj attacker, obj victim, obj corpse)
trigger seekdesire()
trigger seekfood()
trigger seekshelter()
trigger serverswitch()
trigger shop(int func)
trigger speech<string>(obj speaker, string arg)
trigger targetloc(obj user, loc place, int objtype)
trigger targetobj(obj user, obj usedon)
trigger textentry<number>(obj sender, int button, string text)
trigger time<string>()
trigger transaccountcheck(obj target, int transok)
trigger transresponse(obj target, int transok)
trigger typeselected<number>(obj user, int listindex, int objtype, int objhue)
trigger unequip(obj unequippedfrom)
trigger use(obj user)
trigger wasdropped(obj dropper)
trigger wasgotten(obj getter)
trigger washit(obj attacker, int damamt)
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In UOSL (Ultima Online Script Language) triggers are used by scripts to react to certain events as they occur in the game. Triggers are only executed by the scripts if the script is attached to an object. The possible triggers are limited by the support in the core (see the list below).
It is also possible to attach a chance to the trigger, in that case the trigger won't execute always. The syntax of the chance is "<number>" which is then placed between the trigger keyword and the actual name of the trigger. [http://www.joinuo.com/forums/viewtopic.php?f=32&t=308 Technical Information]
==Full list of Triggers (events)==
trigger acquiredesire(obj target)
trigger callback<number>()
trigger canbuy(obj buyer, obj seller, int quantity)
trigger convofunc<string>(obj talker, string arg)
trigger creation()
trigger death(obj attacker, obj corpse)
trigger decay(int oldvalue, int newvalue)
trigger destroyed()
trigger enterrange<number>(obj target)
trigger equip(obj equippedon)
trigger famechanged()
trigger foundfood(obj target)
trigger genericgump<number>(obj user, int closeId, list selectList, list entryList)
trigger give(obj giver, obj givenobj)
trigger gotattacked(obj attacker)
trigger hueselected<number>(obj user, int objhue)
trigger ishealthy()
trigger ishitting(obj victim, int damamt)
trigger isstackableon(obj stackon)
trigger killedtarget(obj attacker)
trigger leaverange<number>(obj target)
trigger logout()
trigger lookedat(obj looker)
trigger message<string>(obj sender, list args)
trigger mobishitting(obj victim, int damage)
trigger multirecycle(int oldtype, int newtype)
trigger murdercountchanged()
trigger objaccess<number>(obj user, obj usedon)
trigger objectloaded()
trigger online()
trigger oortargetobj(obj user, obj usedon)
trigger ooruse(obj user)
trigger pathfound<number>()
trigger pathnotfound<number>()
trigger pkpost(obj killer, obj killee)
trigger sawdeath(obj attacker, obj victim, obj corpse)
trigger seekdesire()
trigger seekfood()
trigger seekshelter()
trigger serverswitch()
trigger shop(int func)
trigger speech<string>(obj speaker, string arg)
trigger targetloc(obj user, loc place, int objtype)
trigger targetobj(obj user, obj usedon)
trigger textentry<number>(obj sender, int button, string text)
trigger time<string>()
trigger transaccountcheck(obj target, int transok)
trigger transresponse(obj target, int transok)
trigger typeselected<number>(obj user, int listindex, int objtype, int objhue)
trigger unequip(obj unequippedfrom)
trigger use(obj user)
trigger wasdropped(obj dropper)
trigger wasgotten(obj getter)
trigger washit(obj attacker, int damamt)
Main Page
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<big>'''Welcome the UO Demo Wiki.'''</big>
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998. It was, like the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
Topics of interest: [[Dating the Ultima Online Demo]]
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
<big>'''UO Demo Forum'''</big>
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== [[Special:AllPages]] ==
SetDecayTest
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2011-08-11T20:10:23Z
Batlin
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Created page with 'void '''setDecayTest'''(integer NewDecayTestMode);<br> This function can be used to set the object decay mode of the server. Reverse engineering ([http://www.joinuo.com/forums/v…'
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void '''setDecayTest'''(integer NewDecayTestMode);<br>
This function can be used to set the object decay mode of the server. Reverse engineering ([http://www.joinuo.com/forums/viewtopic.php?f=32&t=852 source]) has shown that 3 modes exist.
<pre>
0 = no testing aka normal decay
1 = fast decay
2 = no decay aka ageless
</pre>
If you pass any number other than 0, 1 or 2 then mode 2 is assumed and activated by this function.
Return to the [[Command List]].
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void '''setDecayTest'''(integer ''NewDecayTestMode'');<br>
This function can be used to set the object decay mode of the server. Reverse engineering ([http://www.joinuo.com/forums/viewtopic.php?f=32&t=852 source]) has shown that 3 modes exist.
<pre>
0 = no testing aka normal decay
1 = fast decay
2 = no decay aka ageless
</pre>
If you pass any number other than 0, 1 or 2 then mode 2 is assumed and activated by this function.
Return to the [[Command List]].
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void '''setDecayTest'''(integer ''NewDecayTestMode'');<br>
This function can be used to set the object decay mode of the server. Reverse engineering ([http://www.joinuo.com/forums/viewtopic.php?f=32&t=852 source]) has shown that 3 modes exist.
<pre>
0 = no testing aka normal decay
1 = fast decay
2 = no decay aka ageless
</pre>
If you pass any number other than 0, 1 or 2 then mode 2 is assumed and activated by this function.
There is no true function that can be used to get the current decay mode, but you can use the [[getDefaultDieDecay]] function for this purpose by interpreting its return value.
Return to the [[Command List]].
GetDefaultDieDecay
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2011-08-11T20:19:31Z
Batlin
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Created page with 'integer '''setDecayTest'''(void);<br> This function returns a valid known as default die decay, not much is known yet about the exact meaning of the value. Please review the fol…'
wikitext
text/x-wiki
integer '''setDecayTest'''(void);<br>
This function returns a valid known as default die decay, not much is known yet about the exact meaning of the value. Please review the following topic on the JoinUO forums: [http://www.joinuo.com/forums/viewtopic.php?f=32&t=852 House decay time].
This function can be used to detect the decay mode to server is currently using. The following list represents the return value of this function and the related mode.
<pre>
0x48 = mode 1
0xF0 = mode 0
0xFF = mode 2
</pre>
Please refer to the [[setDecayTest]] function for more information about the modes.
Return to the [[Command List]].
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integer '''getDefaultDieDecay'''(void);<br>
This function returns a value known as the default die decay, not much is known yet about the exact meaning of the returned value. Please review the following topic on the JoinUO forums: [http://www.joinuo.com/forums/viewtopic.php?f=32&t=852 House decay time].
This function can be used to detect the decay mode to server is currently using. The following list represents the return value of this function and the related mode.
<pre>
0x48 = mode 1
0xF0 = mode 0
0xFF = mode 2
</pre>
Please refer to the [[setDecayTest]] function for more information about the modes.
Return to the [[Command List]].
GetDefaultDieDecay
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integer '''getDefaultDieDecay'''(void);<br>
This function returns a value known as the default die decay, not much is known yet about the exact meaning of the returned value. Please review the following topic on the JoinUO forums: [http://www.joinuo.com/forums/viewtopic.php?f=32&t=852 House decay time].
This function can be used to detect the decay mode to server is currently using. The following list represents the return value of this function and the related mode.
<pre>
0x48 = mode 1
0xFA = mode 0
0xFF = mode 2
</pre>
Please refer to the [[setDecayTest]] function for more information about the modes.
Return to the [[Command List]].
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wikitext
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integer '''getDefaultDieDecay'''(void);<br>
This function returns a value known as the default die decay, not much is known yet about the exact meaning of the returned value. Please review the following topic on the JoinUO forums: [http://www.joinuo.com/forums/viewtopic.php?f=32&t=852 House decay time].
This function can be used to detect the decay mode to server is currently using. The following list represents the return values of this function and the related decay modes.
<pre>
0x48 = mode 1
0xFA = mode 0
0xFF = mode 2
</pre>
Please refer to the [[setDecayTest]] function for more information about the modes.
Return to the [[Command List]].
GetDecayMax
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2011-08-11T20:25:27Z
Batlin
3
Created page with 'integer '''getDecayMax'''(object ''AnyObject''); This function can be executed on any object including NPC's and players. It will return the exact same value as [[getDefaultDieD…'
wikitext
text/x-wiki
integer '''getDecayMax'''(object ''AnyObject'');
This function can be executed on any object including NPC's and players. It will return the exact same value as [[getDefaultDieDecay]] as long as a valid object is provided. Therefor this function serves no real purpose.<br>
The function will return 0xFFFFFFF6 (-10) if an invalid object was given.
Return to the [[Command List]].
Main Page
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<big>'''Welcome the UO Demo Wiki.'''</big>
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998. It was, like the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
Topics of interest: [[Dating the Ultima Online Demo]]
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''Special Interest Links</big>
[[Scripts|About the obfuscated scripts]]
[[Command List|The Command List]]
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
<big>'''UO Demo Forum'''</big>
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== [[Special:AllPages]] ==
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2011-11-23T19:02:30Z
Derrick
2
Reverted edits by [[Special:Contributions/Alfredjxal|Alfredjxal]] ([[User talk:Alfredjxal|Talk]]) to last revision by [[User:Batlin|Batlin]]
wikitext
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<big>'''Welcome the UO Demo Wiki.'''</big>
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998. It was, like the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
Topics of interest: [[Dating the Ultima Online Demo]]
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
<big>'''Special Interest Links</big>
[[Scripts|About the obfuscated scripts]]
[[Command List|The Command List]]
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
<big>'''UO Demo Forum'''</big>
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== [[Special:AllPages]] ==
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Derrick
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Reogrganized and formatted; added links to SVN and projects
wikitext
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__NOTOC__
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998. It was, like the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
== Featured Contents ==
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
[[Special:AllPages]]
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client sofware is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
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/* Featured Contents */
wikitext
text/x-wiki
__NOTOC__
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998. It was, like the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
== Featured Contents ==
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
[[Special:AllPages]]
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client sofware is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
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/* Welcome the UO Demo Wiki. */
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__NOTOC__
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998. It was, like the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
To install the demo you need an Ultima Online:The Second Age retail CD. These are pretty regularly available on EBay for under $10US.
== Featured Contents ==
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
[[Special:AllPages]]
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe but I'm not sure it's legal to post those keys here. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client sofware is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
379
378
2011-11-25T15:03:54Z
Derrick
2
/* Welcome the UO Demo Wiki. */
wikitext
text/x-wiki
__NOTOC__
__NOTOC__
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://www.joinuo.com/forums/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even incude some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other autcion sites.
== Featured Contents ==
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
[[Special:AllPages]]
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
UoDemoInstall.exe is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client sofware is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
380
379
2011-11-25T15:09:43Z
Derrick
2
/* Welcome the UO Demo Wiki. */
wikitext
text/x-wiki
__NOTOC__
__NOTOC__
__NOTOC__ [[Category:Full Protection|{{PAGENAME}}]]
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://www.joinuo.com/forums/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even include some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other auction sites.
== Featured Contents ==
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles: [[Special:AllPages|All Pages]].
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
UoDemoInstall.exe is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client sofware is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
381
380
2011-11-25T16:04:10Z
Derrick
2
/* UO Demo Development */
wikitext
text/x-wiki
__NOTOC__
__NOTOC__
__NOTOC__ [[Category:Full Protection|{{PAGENAME}}]]
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://www.joinuo.com/forums/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even include some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other auction sites.
== Featured Contents ==
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles: [[Special:AllPages|All Pages]].
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
UoDemoInstall.exe is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Unpacking UODemo.DAT ===
[http://www.joinuo.com/forums/viewtopic.php?f=32&t=318 Accessing the files inside the DAT archive]
[[Mass M Decompiler|Decompiling the Scripts]]
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client sofware is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
404
381
2011-12-10T20:16:13Z
Derrick
2
/* Featured Contents */
wikitext
text/x-wiki
__NOTOC__
__NOTOC__
__NOTOC__ [[Category:Full Protection|{{PAGENAME}}]]
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://www.joinuo.com/forums/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even include some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other auction sites.
== Featured Contents ==
[[UO:98]] UO Server
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles: [[Special:AllPages|All Pages]].
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
UoDemoInstall.exe is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Unpacking UODemo.DAT ===
[http://www.joinuo.com/forums/viewtopic.php?f=32&t=318 Accessing the files inside the DAT archive]
[[Mass M Decompiler|Decompiling the Scripts]]
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client sofware is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
GetCurrentTimeStr
0
70
338
266
2011-08-12T11:45:29Z
Batlin
3
wikitext
text/x-wiki
void '''getCurrentTimeStr'''(string &''ResultString'');
This function returns the system time as a string in the format ''"%Y-%m-%d %H:%M"'' using the ''strftime'' C function.
However! The demo server code is bugged here ([http://www.joinuo.com/forums/viewtopic.php?f=32&t=569 forum topic]), and will return a randomized time due to a missing call to the required ''time'' C function! This is fixed in UoDemo+ Publish 16 and later.
Return to the [[Command List]].
339
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2011-08-12T11:46:59Z
Batlin
3
wikitext
text/x-wiki
void '''getCurrentTimeStr'''(string &''ResultString'');
This function returns the system time as a string in the format ''"%Y-%m-%d %H:%M"'' using the ''strftime'' C function.
However! The demo server code is bugged here ([http://www.joinuo.com/forums/viewtopic.php?f=32&t=569 forum topic]), and will return a randomized time due to a missing call to the required ''time'' C function! This is fixed in [[uodemo+|UoDemo+]] Publish 16 and later.
Return to the [[Command List]].
Secrets
0
16
340
93
2011-08-12T11:49:26Z
Batlin
3
wikitext
text/x-wiki
The Ultima Online Demo contains some features that people didn't know about till now!
'''Did you know you can tell the wisp to go away?'''<br>
Say "dismiss" and the wisp will leave you alone and will start a life of its own.<br>
'''The poisoning script contains a serious bug.'''<br>
It took OSI until october to fix this bug: [http://update.uo.com/oldupdates/10-1-98.shtml 10/1/98 OSI Patch Notes]<br>
(with thanks to Dies Irae)<br>
'''login.txt'''<br>
The demo supports a file named login.txt, you have to place it in the root of the [[.rundir]] directory. The contents of that file will appear in your journal as soon as you log on to the demo server. Note: not all characters may appear but this seems to be limitation of the client and not the server, the packet contains the complete file.<br>
341
340
2011-08-12T12:06:17Z
Batlin
3
wikitext
text/x-wiki
The Ultima Online Demo contains some features that people didn't know about till now!
'''Did you know you can tell the wisp to go away?'''<br>
Say "dismiss" and the wisp will leave you alone and will start a life of its own.<br>
'''login.txt'''<br>
The demo supports a file named login.txt, you have to place it in the root of the [[.rundir]] directory. The contents of that file will appear in your journal as soon as you log on to the demo server. Note: not all characters may appear but this seems to be limitation of the client and not the server, the packet contains the complete file.<br>
'''The account numbers found in [[dynamic0.mul]] are IP addresses (of OSI programmers back then?)'''<br>
Analysis of the account numbers has revealed that there's a direct match between them and IP addresses. These IP addresses are now owned by EA and were most probably owned by OSI in 1998 (?). The Avatar, the hero of the demo, has has a fixed account number 2130706433 which equals the IP address 127.0.0.1 aka localhost. [http://www.joinuo.com/forums/viewtopic.php?f=32&t=522 forum topic]
'''The poisoning script contains a serious bug.'''<br>
It took OSI until october to fix this bug: [http://update.uo.com/oldupdates/10-1-98.shtml 10/1/98 OSI Patch Notes]<br>
(with thanks to Dies Irae)<br>
Dynamic0.mul
0
2
342
134
2011-08-12T12:12:39Z
Batlin
3
wikitext
text/x-wiki
Found in ../[[.rundir]]/[[uogolddemo]]
This is the world save data file. The associated file [[dynidx0.mul]] is its index.
By default this file cannot be written to, but analysis of the exe has shown that a function exists which can write back the data file. [[uodemo+|UoDemo+, Publish 8]] has been created and added the SAVEDYNAMIC0 option so you can enable this hidden save functionality.
This file is structured as a nested object list.
Each top level entity in the file begins with ''@=<type>'' and ends with ''@end''
Nested Entities do not require @end
Identified types (and guesses):
B=Bulletin Board
C=Container
D=Dynamic Item??: (Book,Board,Ingot,Small Fish,Rope)
E=Chunk Egg
G=Guard
N=NPC/Creature
P=Player
S=Shopkeeper
W=Wearable (Weapon,Armor)
Z=Item
P Format:
@=P
<propery>=<value>
...
@=[D|C|E]
<propery>=<value>
...
@end
GetTimeSecs
0
69
343
280
2011-08-13T07:51:25Z
Batlin
3
wikitext
text/x-wiki
integer '''getTimeSecs'''(void);
This is a bug-fixed function as of UoDemo+ Publish 16.
This function will return the system time in seconds. This is implemented by using the ''time'' C Library function, therefor the time returned is the number of seconds elapsed since January 1, 1970.
When OSI ported their server code to Windows and merged it with the client code, they made a mistake and replaced the calls to ''time'' with calls to ''timeGetTime''. Thus in the original demo and UoDemo+ up to Publish 15, this function will return the current system time (server time) in milliseconds. This was implemented by using the ''timeGetTime'' Windows Multimedia function, therefor the return time was the time elapsed since Windows was started. Please refer to your Windows (MSDN) documentation for more details and remarks.
Return to the [[Command List]].
UOSL Language Package
0
89
369
318
2011-11-23T19:44:10Z
Derrick
2
/* Install Instructions */
wikitext
text/x-wiki
== UOSL Language Package for Visual Studio 2010 v2.0 ==
=== Features ===
[[File:uoslQuickInfo.png|400px|thumb|right|Intelisense: QuickInfo, Parameter info, highlighting]][[File:uoslAutoComplete.png|400px|thumb|right|Intelisense: Statement Completion ]]
* Active UOSL source parsing displays syntax and grammar errors as you work.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Intellisense QuickInfo, Statement Completion and Parameter info:
** Keywords, local and inherited variables and functions
** Full library of core functions
** Trigger definitions
* Automatic line indenting.
* Navigate to inherited files with a triple click on the inherits line.
* Visual brace matching
* Visual highlighting of selected identifiers within scope.
* Text colorization for keywords and constants.
=== Requirements ===
* Visual Studio 2010.
** Express editions cannot be supported currently.
* .Net 3.5
* A decent workstation:
** This extension does real-time parsing of UOSL source files.
=== Install Instructions ===
* Download:
** Binary: [ftp://download.joinuo.com/Apps/UOSLpkg.vsix FTP] | [http://download.joinuo.com/Apps/UOSLpkg.vsix HTTP]
** Source:
*** SVN Checkout: [http://svn.joinuo.com/svn/public/UODemo/UnOfficial%20Script%20Language Official Script Language] And [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Uninstall First:
** If you installed an earlier release of the UOSL Extensions using a Setup.exe program, uninstall this software via Add/Remove programs.
** If you installed an earlier version using a vsix package, uninstall the existing version From the Tools\Extension Manager menu in VS2010
* Double click UOSLpkg.vsix to install this extension to Visual Studio.
* Restart Visual Studio
== Version History ==
=== Version 2.0.0.0: Release Date 5/23/2011 ===
Known issues:
* On an reported error parsing an inherits file, each reporting file may need to be closed and reopened, or edited to clear the error condition after the error in the offending file is corrected.
* The code context menu items "Go To Reference", "Go To Declaration" and "Go To Definition" do not do anything.
* Friendly names for core function parameters are not yet available
* In order for parameter help to pop up in an existing function invocation after typing (, put a space after the ( before you type it. This is not an issue for commas.
* Quick Info does not handle the scope of the objects under the cursor, for example when hovering over "callback" you will see the definition or both the core function and the trigger declaration
=== Version 1.0.0.0: Release date 4/10/2011 ===
Known issues:
*Do not use.
== Project Credits: ==
;[mailto:batlin@joinuo.com Batlin]
:Project Founder; UOSL Language specification; Divination; Demo SDK; and many other even more important things too numerous and mysterious to list.
;[mailto:derrick@alienseed.com Derrick]
:UOSL Parser and VS2010 language extension.
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2011-11-23T19:50:13Z
Derrick
2
/* Install Instructions */
wikitext
text/x-wiki
== UOSL Language Package for Visual Studio 2010 v2.0 ==
=== Features ===
[[File:uoslQuickInfo.png|400px|thumb|right|Intelisense: QuickInfo, Parameter info, highlighting]][[File:uoslAutoComplete.png|400px|thumb|right|Intelisense: Statement Completion ]]
* Active UOSL source parsing displays syntax and grammar errors as you work.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Intellisense QuickInfo, Statement Completion and Parameter info:
** Keywords, local and inherited variables and functions
** Full library of core functions
** Trigger definitions
* Automatic line indenting.
* Navigate to inherited files with a triple click on the inherits line.
* Visual brace matching
* Visual highlighting of selected identifiers within scope.
* Text colorization for keywords and constants.
=== Requirements ===
* Visual Studio 2010.
** Express editions cannot be supported currently.
* .Net 3.5
* A decent workstation:
** This extension does real-time parsing of UOSL source files.
=== Install Instructions ===
* Download:
** Binary: [ftp://download.joinuo.com/Apps/UOSLpkg.vsix FTP] | [http://download.joinuo.com/Apps/UOSLpkg.vsix HTTP]
** Source:
*** SVN Checkout: [http://svn.joinuo.com/svn/public/UODemo/UnOfficial%20Script%20Language UnOfficial Script Language] And [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Uninstall First:
** If you installed an earlier release of the UOSL Extensions using a Setup.exe program, uninstall this software via Add/Remove programs.
** If you installed an earlier version using a vsix package, uninstall the existing version From the Tools\Extension Manager menu in VS2010
* Double click UOSLpkg.vsix to install this extension to Visual Studio.
* Restart Visual Studio
== Version History ==
=== Version 2.0.0.0: Release Date 5/23/2011 ===
Known issues:
* On an reported error parsing an inherits file, each reporting file may need to be closed and reopened, or edited to clear the error condition after the error in the offending file is corrected.
* The code context menu items "Go To Reference", "Go To Declaration" and "Go To Definition" do not do anything.
* Friendly names for core function parameters are not yet available
* In order for parameter help to pop up in an existing function invocation after typing (, put a space after the ( before you type it. This is not an issue for commas.
* Quick Info does not handle the scope of the objects under the cursor, for example when hovering over "callback" you will see the definition or both the core function and the trigger declaration
=== Version 1.0.0.0: Release date 4/10/2011 ===
Known issues:
*Do not use.
== Project Credits: ==
;[mailto:batlin@joinuo.com Batlin]
:Project Founder; UOSL Language specification; Divination; Demo SDK; and many other even more important things too numerous and mysterious to list.
;[mailto:derrick@alienseed.com Derrick]
:UOSL Parser and VS2010 language extension.
UOSL Parser
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/* Install Instructions */
wikitext
text/x-wiki
== UOSL Parser ==
=== Features ===
* Parses and normalizes UOSL script.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Command line tool.
* DLL public interfaces for integration into your application.
=== Requirements ===
* Microsoft Windows + .Net 3.5
=== Install Instructions ===
* Download:
** Binary Distibution: [ftp://download.joinuo.com/Apps/UOSL.zip FTP] | [http://download.joinuo.com/Apps/UOSL.zip HTTP]
** Source:
*** SVN Checkout: [http://svn.joinuo.com/svn/public/UODemo/UnOfficial%20Script%20Language Official Script Language] And [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Unzip if using Binary Distibution. Executable is UOSL.exe
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Derrick
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/* Install Instructions */
wikitext
text/x-wiki
== UOSL Parser ==
=== Features ===
* Parses and normalizes UOSL script.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Command line tool.
* DLL public interfaces for integration into your application.
=== Requirements ===
* Microsoft Windows + .Net 3.5
=== Install Instructions ===
* Download:
** Binary Distibution: [ftp://download.joinuo.com/Apps/UOSL.zip FTP] | [http://download.joinuo.com/Apps/UOSL.zip HTTP]
** Source:
*** SVN Checkout: [http://svn.joinuo.com/svn/public/UODemo/UnOfficial%20Script%20Language UnOfficial Script Language] And [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Unzip if using Binary Distibution. Executable is UOSL.exe
Talk:Main Page
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Derrick
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Created page with 'Need a writeup on how in unpack UODemo.dat'
wikitext
text/x-wiki
Need a writeup on how in unpack UODemo.dat
Command List
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Batlin
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wikitext
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This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer isObscene(string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
IsOwnedPet
0
122
383
2011-11-27T21:34:53Z
Batlin
3
Created page with 'integer '''isOwnedPet'''(object ''AnyObject''); This function will return 1 if the given object is valid and it is a NPC. Also it has to have an attached list variable named "my…'
wikitext
text/x-wiki
integer '''isOwnedPet'''(object ''AnyObject'');
This function will return 1 if the given object is valid and it is a NPC. Also it has to have an attached list variable named "myBoss" with atleast 1 item in that list. Otherwise 0 is returned.
Return to the [[Command List]].
UO:98
0
123
384
2011-12-07T01:08:30Z
Derrick
2
Created page with 'UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo …'
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
The UO:98 distribution requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
390
384
2011-12-09T16:29:30Z
Derrick
2
Installing and Using
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
391
390
2011-12-09T16:43:31Z
Derrick
2
Administrating UO:98
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
392
391
2011-12-10T00:41:44Z
Derrick
2
/* Administrating UO:98 */ Added imfo on commands and other handy stuff
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numberic item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shots down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
393
392
2011-12-10T00:49:27Z
Derrick
2
/* GM"cheat" Commands */ more commands
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
*** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shots down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
394
393
2011-12-10T00:52:24Z
Derrick
2
/* GM"cheat" Commands */
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shots down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
395
394
2011-12-10T00:58:15Z
Derrick
2
/* SCommands */
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
396
395
2011-12-10T18:37:22Z
Derrick
2
Added installer download links
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
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wikitext
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UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
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forums link
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
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Added image
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
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#REDIRECT [[UO:98]]
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#REDIRECT [[UO:98]]
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#REDIRECT [[UO:98]]
File:UO98 Startup.png
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UO:98 Startup
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UO:98 Startup
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#REDIRECT [[UO:98]]
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#REDIRECT [[Uodemo+]]
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#REDIRECT [[Uodemo.exe]]
File:UoDemoDLL cfg.png
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http://www.joinuo.com/forums/viewtopic.php?f=32&t=608
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UoDemo+ Publish 15 introduced the option to attach a DLL to the demo.
You will need:
* Borland C++ 5.5 (Free Compiler) http://edn.embarcadero.com/article/20633
* Turbo Assember 5.X http://www.phatcode.net/downloads.php?id=280
Both of them are good old command-line tools, so don't expect something fancy .
The idea of the uodemo.dll is:
* You set the environment variable UODEMODLL to a DLL made using this API
* You start uodemo+.exe (Publish 15 or later)
* uodemo+.exe will load your DLL
* uodemo.dll is now in the same address space as the EXE
* uodemo.dll makes patches inside uodemo+.exe in order to redirect (intercept) calls out of the EXE into the DLL
* Because we own/write the DLL and it's written in C it becomes easy to recode certain functions/behaviours
Even though this all sounds great, it is a lot of work because to intercept and call functions inside the EXE, you need a good knowledge of the functions and structure-layouts inside the EXE. That's what the API is for, it exposes interesting functions in a more readable fashion, so you don't need to think about the assembler and internals.
This screenshot shows how to configure the API for the default test project. There are 3 batch files you can use : cfg, b and r. cfg to configure the environment, b to build to the project, r to run the project. Also refer to this screenshot:
[[File:UoDemoDLL cfg.png]]
You should edit cfg.cmd to ensure your build environment is correct with your computer.
Use b and then r to test, if you successfull you get this :
[[File:B & r = cheat console.png]]
Download the project here: http://download.joinuo.com/UoDemoDLL/
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A list of supported environment variables:<br>
Publish 15+: UODEMODLL=<filename (DLL file)><br>
Publish 14+: USEACCOUNTNAME=YES/NO<br>
Publish 14+: MANUALLOGON=YES/NO<br>
Publish 13+: IGNOREDYNIDX0=YES/NO<br>
Publish 12+: REGKEYNAME=<registry key name><br>
Publish 12+: LOCALCOUNSELOR=1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE=YES/NO<br>
Publish 8+: SAVEDYNAMIC0=YES/NO<br>
Publish 6+: LOGFILE=<filename> (Razor format)<br>
Publish 4+: RUNDIR=<directory><br>
Publish 3+: DATFILE=<filename><br>
By default: [[SERVERNAME]]=<directory><br>
== Publish 15 ==
The fifteenth publish of the uodemo+ adds an option (UODEMODLL) allowing you to code your own DLL which will be added to the demo's address space. Considering the technical know-how required to produce a usefull DLL you can redirect your questions to the official UoDemo's forum : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2015).rar Download UoDemo+ (Publish 15)]<br>
== Publish 14 ==
The fourteenth publish of the uodemo+ adds an option (USEACCOUNTNAME) to process the Account Name as if it were an AccountID! ''AccountID = atoi(AccountName)''. You can now also disable the automatic logon process by setting MANUALLOGON to YES. A possibility to redirect scripts has been introduced. The formula is "SET <scriptname>.m=<newscriptname>.m". The new Ultima Online Demo script still requires the .q extension at the end of its file name. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2014).rar Download UoDemo+ (Publish 14)]<br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
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UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [[http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folderl choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the disribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary projects in the UO:98 solution. The Sidekick and UODemoDLL projects are used to trasition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything; but this goal is not currently being met.
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
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UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [[http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary projects in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unman-aged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything; but this goal is not currently being met.
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
415
414
2011-12-13T16:44:13Z
Derrick
2
/* The Solution File */
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [[http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
416
415
2011-12-13T17:05:18Z
Derrick
2
/* Getting the Source */ extra [
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Administrator'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
417
416
2011-12-13T17:50:46Z
Derrick
2
/* Using UO:98 */ oops: username is Admin, not Administrator
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
* [spawn <templateid>
** Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
* [spawnitem <itemid>
** Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
* [tele <X> <Y> [Z]
** Teleports your to the specified map location. Z is optional.
* [setskill <#> <val>
** Sets your skill of # to the specified value (integer 0-100)
* [setskill all <val>
** Sets all your skills to the specified value (integer 0-100)
* [listskills
** Lists all the numeric skill id's (for use in the setskill command)
* [addscript <name>
** Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
* [where
** Prints our your location.
* [setname <new name>
** Sets the name (RealName) of the target
* [getserial
* [gethue
* [getheight
* [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
420
417
2011-12-13T19:33:22Z
Derrick
2
/* GM"cheat" Commands */ changed to Definition list
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
; [gethue
; [getheight
; [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
421
420
2011-12-13T19:33:59Z
Derrick
2
/* Development */
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
; [gethue
; [getheight
; [getelevation
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
* ]save
* Saves the world to dynamic0.mul
* ]coun [me|<serial> [type]]
** Makes the target (or yourself if "me") a counselor.
* ]ucoun [me|<serial>]
** Unmakes the target a counselor
* ]shutdown
** Shuts down the server, without save.
* ]test
** This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
422
421
2011-12-13T19:36:15Z
Derrick
2
/* In Game Commands */ definition list for SCommands
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
* 3501: loaded spellbook
* 3506: reagent bag
* 1504: 100 gold
* 1900-1920 Houses
* 1800-1805 Boats
* for more: /rundir/bank/templatestable.dat
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
423
422
2011-12-13T19:37:38Z
Derrick
2
/* Handy Templates */ definition list
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in /rundir/bank/templatestable.dat.q
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
* gmcheat :GM Commands
* commandDelete: items
* commandZap: Mobiles
* commandInvulnerable
* commandSlay
* commandResurrect
* commandFreeze
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
424
423
2011-12-13T19:47:36Z
Derrick
2
/* Handy Scripts */ Definition list, and a bit more info and commands
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in /rundir/bank/templatestable.dat.q
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
; gmcheat
: Give the targeted player access to [[##GM.22cheat.22_Commands|GM Commands]]
; commandDelete
: Delete targeted item
; commandZap
: Delete Targeted NPC (Don't Zap players!)
; commandInvulnerable
: Makes the targeted Mobile invulnerable. Inverse is commandVulnerable
; commandSlay
: Kills the targeted mobile
; commandResurrect
: Ressurrects the targeted mobile (player)
; commandFreeze
: Freezes the targeted Mobile. Inverse is commandUnFreeze
; commandSquelch
: Squelches the targeted Mobile. Inverse is commandUnSquelch
; Heavy
: Sets the weight of an item to 255, making it immovable.
The commands that are prefixed with ''command'' are custom and the equivalent of the Utility window commands in the [[God Client]]. A complete list is in the Wombat Scripts project, filtered under Staff Tools/Custom Admin/CommandImplementors
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
425
424
2011-12-13T19:51:52Z
Derrick
2
/* Handy Scripts */
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in /rundir/bank/templatestable.dat.q
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
; gmcheat
: Give the targeted player access to [[#GM.22cheat.22_Commands|GM Commands]]
; commandDelete
: Delete targeted item
; commandZap
: Delete Targeted NPC (Don't Zap players!)
; commandInvulnerable
: Makes the targeted Mobile invulnerable. Inverse is commandVulnerable
; commandSlay
: Kills the targeted mobile
; commandResurrect
: Ressurrects the targeted mobile (player)
; commandFreeze
: Freezes the targeted Mobile. Inverse is commandUnFreeze
; commandSquelch
: Squelches the targeted Mobile. Inverse is commandUnSquelch
; Heavy
: Sets the weight of an item to 255, making it immovable.
The commands that are prefixed with ''command'' are custom and the equivalent of the Utility window commands in the [[God Client]]. A complete list is in the Wombat Scripts project, filtered under Staff Tools/Custom Admin/CommandImplementors
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
426
425
2011-12-13T19:57:15Z
Derrick
2
/* Using UO:98 */ Requires unencrpyted client.
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x '''Unencrypted'''. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in /rundir/bank/templatestable.dat.q
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
; gmcheat
: Give the targeted player access to [[#GM.22cheat.22_Commands|GM Commands]]
; commandDelete
: Delete targeted item
; commandZap
: Delete Targeted NPC (Don't Zap players!)
; commandInvulnerable
: Makes the targeted Mobile invulnerable. Inverse is commandVulnerable
; commandSlay
: Kills the targeted mobile
; commandResurrect
: Ressurrects the targeted mobile (player)
; commandFreeze
: Freezes the targeted Mobile. Inverse is commandUnFreeze
; commandSquelch
: Squelches the targeted Mobile. Inverse is commandUnSquelch
; Heavy
: Sets the weight of an item to 255, making it immovable.
The commands that are prefixed with ''command'' are custom and the equivalent of the Utility window commands in the [[God Client]]. A complete list is in the Wombat Scripts project, filtered under Staff Tools/Custom Admin/CommandImplementors
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard Unit Test project that uses the built in Microsoft Testing Framework. It's intended to test Everything within the Sharpkick project by using a mock of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL]] section of this guide regarding the requirements for compiling UODemoDLL.
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
428
426
2011-12-13T20:02:50Z
Derrick
2
/* The Solution File */ added some links
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x '''Unencrypted'''. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in /rundir/bank/templatestable.dat.q
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
; gmcheat
: Give the targeted player access to [[#GM.22cheat.22_Commands|GM Commands]]
; commandDelete
: Delete targeted item
; commandZap
: Delete Targeted NPC (Don't Zap players!)
; commandInvulnerable
: Makes the targeted Mobile invulnerable. Inverse is commandVulnerable
; commandSlay
: Kills the targeted mobile
; commandResurrect
: Ressurrects the targeted mobile (player)
; commandFreeze
: Freezes the targeted Mobile. Inverse is commandUnFreeze
; commandSquelch
: Squelches the targeted Mobile. Inverse is commandUnSquelch
; Heavy
: Sets the weight of an item to 255, making it immovable.
The commands that are prefixed with ''command'' are custom and the equivalent of the Utility window commands in the [[God Client]]. A complete list is in the Wombat Scripts project, filtered under Staff Tools/Custom Admin/CommandImplementors
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with UO98)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard [http://en.wikipedia.org/wiki/Unit_testing Unit Test] project that uses the built in [http://msdn.microsoft.com/en-us/library/ms243147(v=vs.80).aspx Microsoft Testing Framework]. It's intended to test Everything within the Sharpkick project by using a [http://en.wikipedia.org/wiki/Mock_object mock] of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL section]] of this guide regarding the requirements for compiling [[UODemoDLL]].
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
429
428
2011-12-13T20:05:10Z
Derrick
2
/* Getting the Source */
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x '''Unencrypted'''. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in /rundir/bank/templatestable.dat.q
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
; gmcheat
: Give the targeted player access to [[#GM.22cheat.22_Commands|GM Commands]]
; commandDelete
: Delete targeted item
; commandZap
: Delete Targeted NPC (Don't Zap players!)
; commandInvulnerable
: Makes the targeted Mobile invulnerable. Inverse is commandVulnerable
; commandSlay
: Kills the targeted mobile
; commandResurrect
: Ressurrects the targeted mobile (player)
; commandFreeze
: Freezes the targeted Mobile. Inverse is commandUnFreeze
; commandSquelch
: Squelches the targeted Mobile. Inverse is commandUnSquelch
; Heavy
: Sets the weight of an item to 255, making it immovable.
The commands that are prefixed with ''command'' are custom and the equivalent of the Utility window commands in the [[God Client]]. A complete list is in the Wombat Scripts project, filtered under Staff Tools/Custom Admin/CommandImplementors
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with SubVersion)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard [http://en.wikipedia.org/wiki/Unit_testing Unit Test] project that uses the built in [http://msdn.microsoft.com/en-us/library/ms243147(v=vs.80).aspx Microsoft Testing Framework]. It's intended to test Everything within the Sharpkick project by using a [http://en.wikipedia.org/wiki/Mock_object mock] of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL section]] of this guide regarding the requirements for compiling [[UODemoDLL]].
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
430
429
2011-12-13T20:16:13Z
Derrick
2
/* Using UO:98 */ Saves and Restoring
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x '''Unencrypted'''. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
The server auto saves hourly, writing to UO98/[[.rundir|rundir]]/UO98. There is a copy of the distribution world files at http://svn.joinuo.com/svn/public/UO98/Data/distro/ should you need to restore them. Typically only accounts.xml, [[Dynamic0.mul|dynamic0.mul.q]], and [[Dynidx0.mul|dynidx.mul.q]] will need to be restored. These three files should be treated as a unit, and always be backed up and restored together.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "God Client" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/rundir/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - God Client Features (i.e., GM)
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in rundir/bank/templatestable.dat.q
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in /rundir/bank/templatestable.dat.q
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
; gmcheat
: Give the targeted player access to [[#GM.22cheat.22_Commands|GM Commands]]
; commandDelete
: Delete targeted item
; commandZap
: Delete Targeted NPC (Don't Zap players!)
; commandInvulnerable
: Makes the targeted Mobile invulnerable. Inverse is commandVulnerable
; commandSlay
: Kills the targeted mobile
; commandResurrect
: Ressurrects the targeted mobile (player)
; commandFreeze
: Freezes the targeted Mobile. Inverse is commandUnFreeze
; commandSquelch
: Squelches the targeted Mobile. Inverse is commandUnSquelch
; Heavy
: Sets the weight of an item to 255, making it immovable.
The commands that are prefixed with ''command'' are custom and the equivalent of the Utility window commands in the [[God Client]]. A complete list is in the Wombat Scripts project, filtered under Staff Tools/Custom Admin/CommandImplementors
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with SubVersion)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard [http://en.wikipedia.org/wiki/Unit_testing Unit Test] project that uses the built in [http://msdn.microsoft.com/en-us/library/ms243147(v=vs.80).aspx Microsoft Testing Framework]. It's intended to test Everything within the Sharpkick project by using a [http://en.wikipedia.org/wiki/Mock_object mock] of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL section]] of this guide regarding the requirements for compiling [[UODemoDLL]].
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
431
430
2011-12-13T20:37:00Z
Derrick
2
/* Administrating UO:98 */ added some links
wikitext
text/x-wiki
UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from JoinUO: [ftp://download.joinuo.com/Emulators/UO98/UO98_Setup.msi FTP] | [http://download.joinuo.com/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x '''Unencrypted'''. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
The server auto saves hourly, writing to UO98/[[.rundir|rundir]]/UO98. There is a copy of the distribution world files at http://svn.joinuo.com/svn/public/UO98/Data/distro/ should you need to restore them. Typically only accounts.xml, [[Dynamic0.mul|dynamic0.mul.q]], and [[Dynidx0.mul|dynidx.mul.q]] will need to be restored. These three files should be treated as a unit, and always be backed up and restored together.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "[[God Client]]" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/[[.rundir|rundir]]/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - [[God Client]] Features (i.e., GM). See also: [[IsEditing]]
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in UO98/[[.rundir|rundir]]/bank/[[Templatestable.dat|templatestable.dat.q]]
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object. See also: [[Objtoint]]
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in UO98/[[.rundir|rundir]]/bank/[[Templatestable.dat|templatestable.dat.q]]
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
; gmcheat
: Give the targeted player access to [[#GM.22cheat.22_Commands|GM Commands]]
; commandDelete
: Delete targeted item
; commandZap
: Delete Targeted NPC (Don't Zap players!)
; commandInvulnerable
: Makes the targeted Mobile invulnerable. Inverse is commandVulnerable
; commandSlay
: Kills the targeted mobile
; commandResurrect
: Ressurrects the targeted mobile (player)
; commandFreeze
: Freezes the targeted Mobile. Inverse is commandUnFreeze
; commandSquelch
: Squelches the targeted Mobile. Inverse is commandUnSquelch
; Heavy
: Sets the weight of an item to 255, making it immovable.
The commands that are prefixed with ''command'' are custom and the equivalent of the Utility window commands in the [[God Client]]. A complete list is in the Wombat Scripts project, filtered under Staff Tools/Custom Admin/CommandImplementors
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.joinuo.com/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.JoinUO.com/svn/public/UO98
If not familiar with SubVersion (SVN), in windows [http://tortoisesvn.net TortiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortiseSVN to check out the solution:
* Install Tortise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.joinuo.com/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with SubVersion)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard [http://en.wikipedia.org/wiki/Unit_testing Unit Test] project that uses the built in [http://msdn.microsoft.com/en-us/library/ms243147(v=vs.80).aspx Microsoft Testing Framework]. It's intended to test Everything within the Sharpkick project by using a [http://en.wikipedia.org/wiki/Mock_object mock] of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL section]] of this guide regarding the requirements for compiling [[UODemoDLL]].
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://www.joinuo.com/forums/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://www.joinuo.com/forums/viewforum.php?f=34 UO:98 forum] and [http://www.joinuo.com/forums/viewforum.php?f=32 UODemo forum] and say hello.
You can also visit our project page on the JoinUO Redmine project server to see what we're working on; and sign up for an account there to report issues that you've discovered. http://projects.joinuo.com/redmine/projects/uo98
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
UOSL Parser
0
92
418
371
2011-12-13T19:11:38Z
Derrick
2
/* Install Instructions */ Source now requires .net 4.0
wikitext
text/x-wiki
== UOSL Parser ==
=== Features ===
* Parses and normalizes UOSL script.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Command line tool.
* DLL public interfaces for integration into your application.
=== Requirements ===
* Microsoft Windows + .Net 3.5
=== Install Instructions ===
* Download:
** Binary Distibution: [ftp://download.joinuo.com/Apps/UOSL.zip FTP] | [http://download.joinuo.com/Apps/UOSL.zip HTTP]
** Source: (latest version requires .net 4.0)
*** SVN Checkout: [http://svn.joinuo.com/svn/public/UODemo/UnOfficial%20Script%20Language UnOfficial Script Language] And [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Unzip if using Binary Distibution. Executable is UOSL.exe
434
418
2012-10-20T23:02:53Z
Derrick
2
wikitext
text/x-wiki
== UOSL Parser ==
=== Features ===
* Parses and normalizes UOSL script.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Command line tool.
* DLL public interfaces for integration into your application.
=== Requirements ===
* Microsoft Windows + .Net 4.0
=== Install Instructions ===
* Download:
** Binary Distibution: [ftp://download.joinuo.com/Apps/UOSL.zip FTP] | [http://download.joinuo.com/Apps/UOSL.zip HTTP]
** Source: (latest version requires .net 4.0)
*** SVN Checkout: [http://svn.joinuo.com/svn/public/UODemo/UnOfficial%20Script%20Language UnOfficial Script Language] And [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Unzip if using Binary Distibution. Executable is UOSL.exe
UOSL Language Package
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/* Requirements */
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== UOSL Language Package for Visual Studio 2010 v2.0 ==
=== Features ===
[[File:uoslQuickInfo.png|400px|thumb|right|Intelisense: QuickInfo, Parameter info, highlighting]][[File:uoslAutoComplete.png|400px|thumb|right|Intelisense: Statement Completion ]]
* Active UOSL source parsing displays syntax and grammar errors as you work.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Intellisense QuickInfo, Statement Completion and Parameter info:
** Keywords, local and inherited variables and functions
** Full library of core functions
** Trigger definitions
* Automatic line indenting.
* Navigate to inherited files with a triple click on the inherits line.
* Visual brace matching
* Visual highlighting of selected identifiers within scope.
* Text colorization for keywords and constants.
=== Requirements ===
* Visual Studio 2010.
** Express editions cannot be supported currently.
* .Net 3.5 and .Net 4.0
* A decent workstation:
** This extension does real-time parsing of UOSL source files.
=== Install Instructions ===
* Download:
** Binary: [ftp://download.joinuo.com/Apps/UOSLpkg.vsix FTP] | [http://download.joinuo.com/Apps/UOSLpkg.vsix HTTP]
** Source:
*** SVN Checkout: [http://svn.joinuo.com/svn/public/UODemo/UnOfficial%20Script%20Language UnOfficial Script Language] And [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Uninstall First:
** If you installed an earlier release of the UOSL Extensions using a Setup.exe program, uninstall this software via Add/Remove programs.
** If you installed an earlier version using a vsix package, uninstall the existing version From the Tools\Extension Manager menu in VS2010
* Double click UOSLpkg.vsix to install this extension to Visual Studio.
* Restart Visual Studio
== Version History ==
=== Version 2.0.0.0: Release Date 5/23/2011 ===
Known issues:
* On an reported error parsing an inherits file, each reporting file may need to be closed and reopened, or edited to clear the error condition after the error in the offending file is corrected.
* The code context menu items "Go To Reference", "Go To Declaration" and "Go To Definition" do not do anything.
* Friendly names for core function parameters are not yet available
* In order for parameter help to pop up in an existing function invocation after typing (, put a space after the ( before you type it. This is not an issue for commas.
* Quick Info does not handle the scope of the objects under the cursor, for example when hovering over "callback" you will see the definition or both the core function and the trigger declaration
=== Version 1.0.0.0: Release date 4/10/2011 ===
Known issues:
*Do not use.
== Project Credits: ==
;[mailto:batlin@joinuo.com Batlin]
:Project Founder; UOSL Language specification; Divination; Demo SDK; and many other even more important things too numerous and mysterious to list.
;[mailto:derrick@alienseed.com Derrick]
:UOSL Parser and VS2010 language extension.
UODemoDLL
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Redirected page to [[UoDemoDLL]]
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#REDIRECT [[UoDemoDLL]]
Main Page
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/* UO Demo Development */ Added UO:98
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__NOTOC__
__NOTOC__
__NOTOC__ [[Category:Full Protection|{{PAGENAME}}]]
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://www.joinuo.com/forums/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even include some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other auction sites.
== Featured Contents ==
[[UO:98]] UO Server
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles: [[Special:AllPages|All Pages]].
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
UoDemoInstall.exe is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Unpacking UODemo.DAT ===
[http://www.joinuo.com/forums/viewtopic.php?f=32&t=318 Accessing the files inside the DAT archive]
[[Mass M Decompiler|Decompiling the Scripts]]
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO:98 Public Ultima Online Server ===
[[UO:98]] is a full world multi-player extension to the UO Demo. [http://svn.joinuo.com/svn/public/ Source code here], requires [[UO:98#Installer|installer]] and [[T2A CD]] containing [[UoDemoInstall.exe]].
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client software is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
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/* Files on the UO:The Second Age retail CD */
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__NOTOC__
__NOTOC__
__NOTOC__ [[Category:Full Protection|{{PAGENAME}}]]
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://www.joinuo.com/forums/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even include some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other auction sites.
== Featured Contents ==
[[UO:98]] UO Server
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles: [[Special:AllPages|All Pages]].
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
[[UoDemoInstall.exe]] is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, has been opened on the JoinUO Forums : [http://forum.joinuo.com/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Unpacking UODemo.DAT ===
[http://www.joinuo.com/forums/viewtopic.php?f=32&t=318 Accessing the files inside the DAT archive]
[[Mass M Decompiler|Decompiling the Scripts]]
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO:98 Public Ultima Online Server ===
[[UO:98]] is a full world multi-player extension to the UO Demo. [http://svn.joinuo.com/svn/public/ Source code here], requires [[UO:98#Installer|installer]] and [[T2A CD]] containing [[UoDemoInstall.exe]].
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client software is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
EatObject
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integer '''eatObject'''(object ''Eater'', object ''Eaten'');
This function will not do anything but to check the input.<br>
If Eater is a NPC and Eaten is a valid object then 1 is returned.<br>
In all other cases this full function will return 0.<br>
Note: from the disassembly it's clear that this function was ment to be only used by NPC's.
Return to the [[Command List]].
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integer '''eatObject'''(object ''Eater'', object ''Eaten'');
This function will not do anything except checking the input.<br>
If Eater is a NPC and Eaten is a valid object then 1 is returned.<br>
In all other cases this full function will return 0.<br>
Note: from the disassembly it's clear that this function was ment to be only used by NPC's.
Return to the [[Command List]].
Command List
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This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void openBank(object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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2012-10-21T17:49:29Z
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer isRidable(object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
443
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2012-10-21T18:01:20Z
Batlin
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer [[isRidable]](object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer getResourceTypeIdByName(integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer isHumanBodyType(object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer [[isRidable]](object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer [[getResourceTypeIdByName]](integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer [[isHumanBodyType]](object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer getObjType(object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer [[isRidable]](object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer [[getResourceTypeIdByName]](integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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wikitext
text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void getequipment(list, object);<br>
void getEquipment(list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer [[isHumanBodyType]](object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer [[getObjType]](object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer [[isRidable]](object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer [[getResourceTypeIdByName]](integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void getcontents(list, object);<br>
void getContents(list, object);<br>
void [[getEquipment|getequipment]](list, object);<br>
void [[getEquipment]](list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer [[isHumanBodyType]](object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer [[getObjType]](object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer [[isRidable]](object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer [[getResourceTypeIdByName]](integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
IsObscene
0
141
438
2012-10-21T07:15:10Z
Batlin
3
Created page with 'integer '''isObscene'''(string ''Word''); This function will check if the word is one of the words in the three lists below. The lists below are in the same order the words will…'
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text/x-wiki
integer '''isObscene'''(string ''Word'');
This function will check if the word is one of the words in the three lists below.
The lists below are in the same order the words will be checked by the demo core.
It's funny to notice that the words Origin and OSI are considered obscene.
ass
clit
clitoris
cock
cocksucker
cum
cunnilingus
chink
chinc
dildo
dyke
felatio
lesbo
lezbo
piss
prick
spic
tit
kike
kyke
wop
chigaboo
jigaboo
fuck
shit
twat
cunt
snatch
pussy
dick
asshole
bitch
blowjob
fag
goddamn
jackoff
jerkoff
jism
jiz
kunt
klit
nigger
nigga
penis
Origin
OSI
invulnerable
frozen
squelched
Return to the [[Command List]].
dd offset aOrigin ; DATA XREF: FUNC_IsWordObscene+2E�o
OpenBank
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142
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2012-10-21T17:54:10Z
Batlin
3
Created page with 'void '''openBank'''(object ''Player'');<br> The ''openBank'' function expects a valid player object. If a player object was provided then: 1) a packet is send to his/her client …'
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void '''openBank'''(object ''Player'');<br>
The ''openBank'' function expects a valid player object.
If a player object was provided then:
1) a packet is send to his/her client with the bank contents
2) the object variable ''bankOpenLoc'' is set and will contain the currect location of the player
Return to the [[Command List]].
441
440
2012-10-21T17:54:23Z
Batlin
3
wikitext
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void '''openBank'''(object ''Player'');<br>
The ''openBank'' function expects a valid player object.<br>
If a player object was provided then:<br>
1) a packet is send to his/her client with the bank contents<br>
2) the object variable ''bankOpenLoc'' is set and will contain the currect location of the player<br>
Return to the [[Command List]].
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2012-10-21T17:54:51Z
Batlin
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void '''openBank'''(object ''Player'');<br>
The ''openBank'' function expects a valid player object.<br>
If a player object was provided then:<br>
-1- a packet is send to his/her client with the bank contents<br>
-2- the object variable ''bankOpenLoc'' is set and will contain the currect location of the player<br>
Return to the [[Command List]].
IsRidable
0
143
444
2012-10-21T18:07:36Z
Batlin
3
Created page with 'integer '''isRidable'''(object ''Mobile''); This function will return 0 if the given ojbect is not a mobile.<br> The function will return 1 if the mobile is mountable/ridable, o…'
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text/x-wiki
integer '''isRidable'''(object ''Mobile'');
This function will return 0 if the given ojbect is not a mobile.<br>
The function will return 1 if the mobile is mountable/ridable, otherwise 0 is returned.<br>
An object is considered mountable/ridable if it has a resource attached which has a food name equal to ''RIDABLE''.<br>
(See restypes.mul.q and itemres.mul.q)
Return to the [[Command List]].
445
444
2012-10-21T18:38:10Z
Batlin
3
Protected "[[IsRidable]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
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integer '''isRidable'''(object ''Mobile'');
This function will return 0 if the given ojbect is not a mobile.<br>
The function will return 1 if the mobile is mountable/ridable, otherwise 0 is returned.<br>
An object is considered mountable/ridable if it has a resource attached which has a food name equal to ''RIDABLE''.<br>
(See restypes.mul.q and itemres.mul.q)
Return to the [[Command List]].
Scripts
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wikitext
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The '''scripts''' subdirectory contains many files with a .m extension. The files contain binary data and cannot be read by hand. There is also one text file named [[sdb.txt]].
A decompiler can be found here : [[Mass M Decompiler]].<br>
A list with commands that scripts can use can be found here : [[Command List]]
The .m files are not encrypted but they do contain a sort of obfuscated, intermediate binary language between the original script files and the runtime engine of [[uodemo.exe]].
The .m files consist of obfuscated tokens, constants (byte, word, and double word values), string indexes into [[sdb.txt]] and quoted string indexes into [[sdb.txt]]. Constant, strings and quoted strings are preceded by a (obfuscated) token describing them. Quoted strings can be concatenated on-the-fly by the parser.
The obfuscation works as follows: each token is represented by 5 different words (2 bytes).
For example, the token "IF" is coded as byte 0x25, which is obfuscated to be 0x12C2, 0x1003, 0x0607, 0x0784 or 0x2B0F. So to decompile the .m file you must look-up each obfuscated word and convert it to a byte, then convert that byte to a token which we humans can read. This is a straight-forward process, therefor, (re-)compilation of .m files can be achieved with ease.
Decompilation : 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F -> 0x25 -> IF<br>
Compilation : IF -> 0x25 -> 0x12C2 or 0x1003 or 0x0607 or 0x0784 or 0x2B0F<br>
----
'''This is a list of supported tokens:'''<br>
0x390C, 0x0F3E, 0x0199, 0x0124, 0x305E -> 0x02 -> (<br>
0x39B3, 0x2D12, 0x26A6, 0x5D03, 0x1238 -> 0x03 -> )<br>
0x3B25, 0x1E1F, 0x1AD4, 0x7F96, 0x7FF5 -> 0x04 -> ,<br>
0x0732, 0x0120, 0x5CFD, 0x3E12, 0x3BF6 -> 0x06 -> ;<br>
0x3A9E, 0x0DDC, 0x5E14, 0x2E40, 0x1CD0 -> 0x07 -> {<br>
0x7EB7, 0x6032, 0x2C3B, 0x15A1, 0x3EF6 -> 0x08 -> }<br>
0x409D, 0x12E1, 0x121F, 0x26CA, 0x3699 -> 0x09 -> [ <br>
0x0902, 0x7BB9, 0x139D, 0x187E, 0x16C5 -> 0x0A -> ]<br>
0x3CD5, 0x13E9, 0x4080, 0x5DB2, 0x33EA -> 0x0B -> ! (not)<br>
0x23C9, 0x60BF, 0x3CD6, 0x0FBF, 0x2F14 -> 0x0C -> + (add)<br>
0x047E, 0x368E, 0x2FFF, 0x288F, 0x7DD1 -> 0x0D -> - (substract)<br>
0x261E, 0x5E9D, 0x1916, 0x32E6, 0x401D -> 0x0E -> * (multiply)<br>
0x0384, 0x18D7, 0x0FC9, 0x0E12, 0x2833 -> 0x0F -> / (divide)<br>
0x249E, 0x2B0C, 0x11F4, 0x5DD5, 0x127E -> 0x10 -> % (modula)<br>
0x0135, 0x07CF, 0x1AF4, 0x0ECC, 0x01D3 -> 0x11 -> == (equal to)<br>
0x0E90, 0x3A2D, 0x37E6, 0x19D9, 0x252A -> 0x12 -> != (not equal to)<br>
0x37E5, 0x1DC0, 0x1481, 0x4087, 0x2B01 -> 0x13 -> < (lower then)<br>
0x16D4, 0x3A8D, 0x7FBE, 0x0C7B, 0x0C15 -> 0x14 -> > (higher then)<br>
0x3807, 0x0633, 0x251F, 0x1D18, 0x3492 -> 0x15 -> <= (lower then or equal to)<br>
0x19DA, 0x39CE, 0x3BB1, 0x3004, 0x1796 -> 0x16 -> >= (higher then or equal to)<br>
0x1F16, 0x182F, 0x2CF7, 0x5ED0, 0x1316 -> 0x17 -> = (assign)<br>
0x5D24, 0x0588, 0x7CFE, 0x2725, 0x0DE5 -> 0x18 -> && (logical and)<br>
0x13D3, 0x29D8, 0x0A28, 0x09CE, 0x3960 -> 0x19 -> || (logical or)<br>
0x5CCD, 0x0940, 0x293B, 0x40A5, 0x1D11 -> 0x1B -> ++ (increment)<br>
0x2528, 0x0EA9, 0x3F0B, 0x3087, 0x3F97 -> 0x1C -> -- (decrement)<br>
0x30F1, 0x3295, 0x01C1, 0x0CE1, 0x3EE9 -> 0x1D -> int (integer)<br>
0x3F9A, 0x30A7, 0x2DB5, 0x169A, 0x2FE7 -> 0x1E -> str (string)<br>
0x10D9, 0x0390, 0x2A38, 0x0728, 0x5C5E -> 0x1F -> ust (?)<br>
0x01E1, 0x1030, 0x1BD9, 0x159F, 0x2BA5 -> 0x20 -> loc (location (x, y, z))<br>
0x28E2, 0x2F0C, 0x1289, 0x3382, 0x36C2 -> 0x21 -> obj (object)<br>
0x26B1, 0x1CDF, 0x27DA, 0x0E29, 0x113E -> 0x22 -> lis (list)<br>
0x2E39, 0x1D3F, 0x1D5E, 0x1FF1, 0x7E0E -> 0x23 -> voi (void)<br>
0x12C2, 0x1003, 0x0607, 0x0784, 0x2B0F -> 0x25 -> if<br>
0x3305, 0x32E7, 0x212C, 0x018E, 0x3308 -> 0x26 -> else<br>
0x3106, 0x018C, 0x357E, 0x0A87, 0x5D2B -> 0x28 -> while<br>
0x7DAA, 0x2F0B, 0x1BFC, 0x13F5, 0x1ECA -> 0x2A -> for<br>
0x017B, 0x6014, 0x0E99, 0x33CD, 0x27D3 -> 0x2C -> continue<br>
0x7F0D, 0x04F0, 0x183A, 0x1FB4, 0x13A6 -> 0x2D -> break<br>
0x04B0, 0x1927, 0x08FF, 0x31D8, 0x0914 -> 0x2F -> switch<br>
0x3223, 0x17B8, 0x3895, 0x248D, 0x342D -> 0x31 -> case<br>
0x5D3D, 0x3260, 0x32DE, 0x2780, 0x31AD -> 0x32 -> default<br>
0x5DE9, 0x5EA5, 0x11D5, 0x199F, 0x2F15 -> 0x33 -> return<br>
0x0E01, 0x19FE, 0x3821, 0x0B93, 0x0A2F -> 0x34 -> "declares a function and defines the implementation!"<br>
0x09B3, 0x038F, 0x328A, 0x08AF, 0x5CCA -> 0x35 -> "implement an event"<br>
0x0C95, 0x7CBE, 0x7C27, 0x5D2A, 0x2FA1 -> 0x36 -> "declare a variable at script level"<br>
0x31BE, 0x15B4, 0x07C9, 0x27C0, 0x1B32 -> 0x37 -> "include another script" (see NOTE)<br>
0x2934, 0x3E09, 0x012C, 0x2CC6, 0x7FA6 -> 0x38 -> "declares a function without defining the implementation!"<br>
0x5D17, 0x0A1D, 0x3B29, 0x2BFA, 0x2BB8 -> 0x3A -> quoted-string (C style = terminated with a 0-byte)<br>
0x17BD, 0x21EB, 0x2015, 0x5DB8, 0x15E1 -> 0x3C -> constant byte (gets zero extended to signed 32-bit integer)<br>
0x5B60, 0x3D8F, 0x0FF4, 0x275B, 0x3C8A -> 0x3D -> constant word (gets zero extended to signed 32-bit integer)<br>
0x188F, 0x5D27, 0x7F5C, 0x01F7, 0x093B -> 0x3E -> constant dword (gets casted to signed 32-bit integer)<br>
0x3510, 0x0B9B, 0x06E9, 0x3B9E, 0x0B31 -> 0x41 -> string (C style = terminated with a 0-byte)<br>
NOTE: if you include a script it must the very first statement and you can only include one script per script!
'''This is a list of supported but unused tokens:'''<br>
0x263D, 0x3B97, 0x4027, 0x138A, 0x282D -> 0x1A -> ^ (xor)<br>
NOTE: this means you can create scripts that implement XOR (none of the included OSI scripts do this)
'''This is a list of defined but unsupported tokens:'''<br>
0x1EDC, 0x20A8, 0x37BE, 0x01EB, 0x123B -> 0x27 -> ENDIF<br>
0x03FA, 0x0AF0, 0x0786, 0x2332, 0x1295 -> 0x29 -> ENDWHILE<br>
0x0D9F, 0x388A, 0x15FD, 0x7CB8, 0x1AF6 -> 0x2B -> ENDFOR<br>
0x190B, 0x3605, 0x20AD, 0x32CF, 0x2CD5 -> 0x2E -> GOTO (it's unclear how this statement works!)<br>
0x13F4, 0x3A27, 0x387C, 0x32C1, 0x198C -> 0x30 -> ENDSWITCH<br>
NOTE: the ENDxxx statements are only used internally and are added by the parser where needed
'''This is a list of obfuscated but unsupported tokens:'''<br>
0x0BB3, 0x2EA6, 0x12DB, 0x153C, 0x7E87 -> 0x01<br>
0x323B, 0x260D, 0x030A, 0x301C, 0x0BDB -> 0x05<br>
0x06E3, 0x36A1, 0x0C1E, 0x2120, 0x1DCB -> 0x24<br>
0x06D8, 0x3181, 0x2738, 0x3212, 0x03F9 -> 0x39<br>
0x1DB5, 0x2F95, 0x0EF5, 0x5CDF, 0x7B8B -> 0x3B<br>
0x2F84, 0x1DC3, 0x1DA7, 0x1A30, 0x2410 -> 0x3F<br>
0x02EE, 0x0603, 0x012F, 0x2C9E, 0x2BEF -> 0x40<br>
----
The language is very close to the C language, notice the existance of the { and } brackets. Also the for loop and switch statements work like its C variant, with support for the break and default keywords [http://en.wikipedia.org/wiki/Switch_statement].
GetResourceTypeIdByName
0
144
448
2012-10-21T21:12:13Z
Batlin
3
Created page with 'integer '''getResourceTypeIdByName'''(integer &''ReturnTypeId'', string ''ResourceTypeInternalName''); This function will return 1 if the requested ResourceTypeInternalName is v…'
wikitext
text/x-wiki
integer '''getResourceTypeIdByName'''(integer &''ReturnTypeId'', string ''ResourceTypeInternalName'');
This function will return 1 if the requested ResourceTypeInternalName is valid.
Otherwise 0 is returned.
If successfull ReturnTypeId will contain the Id of the requested ResourceType.
Resource Types are defined in the server-side restypes.mul file.
Return to the [[Command List]].
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integer '''getResourceTypeIdByName'''(integer &''ReturnTypeId'', string ''ResourceTypeInternalName'');
This function will return 1 if the requested ResourceTypeInternalName is valid.<br>
Otherwise 0 is returned.<br>
If successfull ReturnTypeId will contain the Id of the requested ResourceType.<br>
Resource Types are defined in the server-side restypes.mul file.<br>
Return to the [[Command List]].
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Protected "[[GetResourceTypeIdByName]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
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integer '''getResourceTypeIdByName'''(integer &''ReturnTypeId'', string ''ResourceTypeInternalName'');
This function will return 1 if the requested ResourceTypeInternalName is valid.<br>
Otherwise 0 is returned.<br>
If successfull ReturnTypeId will contain the Id of the requested ResourceType.<br>
Resource Types are defined in the server-side restypes.mul file.<br>
Return to the [[Command List]].
IsHumanBodyType
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Created page with 'integer '''isHumanBodyType'''(object ''Mobile'');<br> The ''isHumanBodyType'' function will tell wether or not the Object Type of the specified mobile is that of a male or femal…'
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integer '''isHumanBodyType'''(object ''Mobile'');<br>
The ''isHumanBodyType'' function will tell wether or not the Object Type of the specified mobile is that of a male or female.
The function will return 0 if the specified serial is invalid or is not a mobile.<br>
The following object types are valid human body types: 400, 401, 402, 403. The later two are the ghost bodies of the first two.
Because the return value 0 indicates both invalid serial/mobile and a non-human body type you should use the [[isMobile]] function in your scripts to ensure that the object is valid!<br>
You can also use the [[getObjType]] function to get the actual body type of a mobile.
Counselors and Game Masters have a body type of 987 and therefor do not have a human body type according to this function!
Return to the [[Command List]].
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Protected "[[IsHumanBodyType]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
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integer '''isHumanBodyType'''(object ''Mobile'');<br>
The ''isHumanBodyType'' function will tell wether or not the Object Type of the specified mobile is that of a male or female.
The function will return 0 if the specified serial is invalid or is not a mobile.<br>
The following object types are valid human body types: 400, 401, 402, 403. The later two are the ghost bodies of the first two.
Because the return value 0 indicates both invalid serial/mobile and a non-human body type you should use the [[isMobile]] function in your scripts to ensure that the object is valid!<br>
You can also use the [[getObjType]] function to get the actual body type of a mobile.
Counselors and Game Masters have a body type of 987 and therefor do not have a human body type according to this function!
Return to the [[Command List]].
GetObjType
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Created page with 'integer '''getObjType'''(object ''AnyObject'');<br> The ''getObjType'' function will return the type of an object. If the specified object is not valid then 0 is returned.<br> …'
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integer '''getObjType'''(object ''AnyObject'');<br>
The ''getObjType'' function will return the type of an object.
If the specified object is not valid then 0 is returned.<br>
For mobiles the object type is interpreted as the body type.
Return to the [[Command List]].
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Protected "[[GetObjType]]" ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))
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integer '''getObjType'''(object ''AnyObject'');<br>
The ''getObjType'' function will return the type of an object.
If the specified object is not valid then 0 is returned.<br>
For mobiles the object type is interpreted as the body type.
Return to the [[Command List]].
GetEquipment
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Created page with 'integer '''getequipment'''(list ''TargetList'', object ''Mobile'');<br> integer '''getEquipment'''(list ''TargetList'', object ''Mobile'');<br> At the beginning of the function …'
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integer '''getequipment'''(list ''TargetList'', object ''Mobile'');<br>
integer '''getEquipment'''(list ''TargetList'', object ''Mobile'');<br>
At the beginning of the function is that target list ''TargetList'' will be emptied.<br>
Then if the the given mobile is valid then the first 26 [[Equipment|equipeded items]] will be added to the ''TargetList''.
Return to the [[Command List]].
Equipment
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Created page with 'Each mobile has an array of 30 equipable item. Only the first 26 ones matter for the client. 25: If the mobile is mounted, the mount is at index 25.<br> 29: At the last index y…'
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Each mobile has an array of 30 equipable item.
Only the first 26 ones matter for the client.
25: If the mobile is mounted, the mount is at index 25.<br>
29: At the last index you will find the mobile's bank.<br>
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Each mobile has an array of 30 equipable items.
Only the first 26 ones matter for the client.
25: If the mobile is mounted, the mount is at index 25.<br>
29: At the last index you will find the mobile's bank.<br>
GetEquipment
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integer '''getequipment'''(list ''TargetList'', object ''Mobile'');<br>
integer '''getEquipment'''(list ''TargetList'', object ''Mobile'');<br>
At the beginning of the function is that target list ''TargetList'' will be emptied.<br>
Then if the given mobile is valid then the first 26 [[Equipment|equipeded items]] will be added to the ''TargetList''.
Return to the [[Command List]].
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integer '''getequipment'''(list ''TargetList'', object ''Mobile'');<br>
integer '''getEquipment'''(list ''TargetList'', object ''Mobile'');<br>
At the beginning of this function the target list ''TargetList'' is emptied.<br>
Then if the given mobile is vali, the first 26 [[Equipment|equipeded items]] will be added to the ''TargetList''.
Return to the [[Command List]].
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integer '''getequipment'''(list ''TargetList'', object ''Mobile'');<br>
integer '''getEquipment'''(list ''TargetList'', object ''Mobile'');<br>
At the beginning of this function the target list ''TargetList'' is emptied.<br>
Then if the given mobile is valid, the first 26 [[Equipment|equipeded items]] will be added to the ''TargetList''.
Return to the [[Command List]].
Command List
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This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void [[getContents|getcontents]](list, object);<br>
void [[getContents]](list, object);<br>
void [[getEquipment|getequipment]](list, object);<br>
void [[getEquipment]](list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer [[isHumanBodyType]](object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer [[getObjType]](object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer [[isRidable]](object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer getEquipSlot(object);<br>
object getItemAtSlot(object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer [[getResourceTypeIdByName]](integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void [[getContents|getcontents]](list, object);<br>
void [[getContents]](list, object);<br>
void [[getEquipment|getequipment]](list, object);<br>
void [[getEquipment]](list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer [[isHumanBodyType]](object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer [[getObjType]](object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer [[isRidable]](object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer [[getEquipSlot]](object);<br>
object [[getItemAtSlot]](object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer getMiscData(object);<br>
integer getQuality(object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer [[getResourceTypeIdByName]](integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
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text/x-wiki
This Ultima Online Command List it not sorted or grouped in any special way other then the order they appear in the executable (uodemo.exe). Due to the nature of the Ultima Online Demo we are convinced that these script functions are indeed the scripts functions OSI used in 1998 to script their shards.
The Internal Statements should not be used in your scripts, use the related language statement themselves. The script loader/parser in the demo with take care of the appropriate handling and conversion. The Internal Functions can be used but it would still be wiser to use the related operators as those read better. The Public Functions is where the real fun is, some functions have been documented and you can click on the function name for more details.
== Internal Statements: ==
void TK_IF(integer, integer);<br>
void TK_ELSE(integer);<br>
void TK_ENDIF(void);<br>
void TK_WHILE(integer, integer);<br>
void TK_ENDWHILE(integer);<br>
void TK_FOR(integer, integer);<br>
void TK_ENDFOR(integer);<br>
void TK_CONTINUE(integer);<br>
void TK_BREAK(integer);<br>
void TK_GOTO(integer);<br>
void TK_SWITCH(integer);<br>
void TK_ENDSWITCH(void);<br>
void TK_CASE(void);<br>
void TK_DEFAULT(void);<br>
void TK_RETURN(void);<br>
void TK_RETURN(integer);<br>
void TK_RETURN(location);<br>
void TK_RETURN(object);<br>
void TK_RETURN(string);<br>
== Internal Functions: ==
integer oprnull(integer);<br>
integer oprplus(integer, integer);<br>
integer oprminus(integer, integer);<br>
integer oprmult(integer, integer);<br>
integer oprdiv(integer, integer);<br>
integer oprand(integer, integer);<br>
integer opror(integer, integer);<br>
integer oprxor(integer, integer);<br>
integer oprequiv(integer, integer);<br>
integer oprnequiv(integer, integer);<br>
integer oprgt(integer, integer);<br>
integer oprlt(integer, integer);<br>
integer oprmod(integer, integer);<br>
integer oprgteq(integer, integer);<br>
integer oprlteq(integer, integer);<br>
integer oprnot(integer);<br>
any oprlist(list, integer);<br>
list oprlist(list, integer);<br>
integer oprlist(list, integer);<br>
string oprlist(list, integer);<br>
unicode oprlist(list, integer);<br>
location oprlist(list, integer);<br>
object oprlist(list, integer);<br>
string oprlist(string, integer);<br>
void oprinc(integer &);<br>
void oprdec(integer &);<br>
string oprplus(string, string);<br>
string oprplus(string, integer);<br>
string oprplus(string, location);<br>
integer oprequiv(string, string);<br>
integer oprnequiv(string, string);<br>
integer oprequiv(location, location);<br>
integer oprnequiv(location, location);<br>
integer oprequiv(object, object);<br>
integer oprnequiv(object, object);<br>
void assignint(integer &, integer);<br>
void assignstr(string &, string);<br>
void assignust(unicode &, unicode);<br>
void assignobj(object &, object);<br>
void assignloc(location &, location);<br>
void assignlist(list, list);<br>
== All Public Functions: ==
void append(list, any);<br>
void appendToList(list, any);<br>
void prepend(list, any);<br>
void prependToList(list, any);<br>
void insert(list, any, integer);<br>
void insertInList(list, any, integer);<br>
integer numinlist(list &);<br>
integer numInList(list);<br>
integer isinlist(list, any);<br>
integer isInList(list, any);<br>
void setitem(list, any, integer);<br>
void setItem(list, any, integer);<br>
void setLocItem(list, location, integer);<br>
void concatList(list, list);<br>
void truncateList(list, integer);<br>
void removeitem(list, integer);<br>
void removeItem(list, integer);<br>
void removespecificitem(list, any);<br>
void removeSpecificItem(list, any);<br>
void clearlist(list);<br>
void clearList(list);<br>
void printList(list);<br>
integer getListItemType(list &, integer);<br>
void copylist(list, list);<br>
void copyList(list, list);<br>
void sortList(list, integer);<br>
integer isArrayInit(integer);<br>
void initArray(integer, integer, integer, list);<br>
void initArrayFromFile(integer, integer, integer, string);<br>
void deleteArray(integer);<br>
void setArrayIntElem(integer, integer, integer, integer);<br>
void setArrayStrElem(integer, integer, integer, string);<br>
void setArrayUStrElem(integer, integer, integer, unicode);<br>
void setArrayElemns(integer, integer, integer, list);<br>
integer getArrayIntElem(integer, integer, integer);<br>
string getArrayStrElem(integer, integer, integer);<br>
unicode getArrayUStrElem(integer, integer, integer);<br>
integer getArrayWidth(integer);<br>
integer getArrayHeight(integer);<br>
void assignintstr(integer &, string);<br>
void assignstrint(string &, integer);<br>
void assignustint(unicode &, integer);<br>
void assignlocint(location &, integer, integer, integer);<br>
integer [[objtoint]](object);<br>
void split(list, string);<br>
integer wordWrap(list, string, integer);<br>
integer textSubstitute(string &, string, string, string);<br>
void split(list, string);<br>
void splitCommaDelimitedString(list, string);<br>
void concat(string, string);<br>
void barkstr(string);<br>
void barkint(integer);<br>
integer [[strtoi]](string);<br>
integer [[strlen]](string);<br>
void toUpper(string &, integer, integer);<br>
void [[removePrefix]](string &, string);<br>
integer [[getCompileFlag]](integer);<br>
void sendToNearbyPlayers(object, integer);<br>
void targetobj(object, object);<br>
void targetobj(object, object);<br>
void targetloc(object, object);<br>
void targetloc(object, object);<br>
void supertargetobj(object, object, integer);<br>
void superTargetObj(object, object, integer);<br>
void supertargetloc(object, object, integer, integer);<br>
void superTargetLoc(object, object, integer, integer);<br>
void targetlocmulti(object, object, integer, integer, integer, integer);<br>
void targetLocMulti(object, object, integer, integer, integer, integer);<br>
void targetLocObjList(object, object, integer, integer, integer, list);<br>
void addfrag(object, string);<br>
void addFrag(object, string);<br>
void addfragment(object, string);<br>
void addFragment(object, string);<br>
void removefragment(object, string);<br>
void removeFragment(object, string);<br>
integer [[hasScript|hasscript]](object, string);<br>
integer [[hasScript]](object, string);<br>
void attachscript(object, string);<br>
void attachScript(object, string);<br>
void detachscript(object, string);<br>
void detachScript(object, string);<br>
void getScripts(list, object);<br>
void [[getContents|getcontents]](list, object);<br>
void [[getContents]](list, object);<br>
void [[getEquipment|getequipment]](list, object);<br>
void [[getEquipment]](list, object);<br>
void [[callBack|callback]](object, integer, integer);<br>
void [[callBack]](object, integer, integer);<br>
void [[shortCallback|shortcallback]](object, integer, integer);<br>
void [[shortCallback]](object, integer, integer);<br>
void removeCallback(object, integer);<br>
void removeCallbackAdvanced(object, integer, integer);<br>
integer hasCallback(object, integer);<br>
integer hasCallbackAdvanced(object, integer, integer);<br>
void callbackAdvanced(object, integer, integer, integer);<br>
void selectType(object, object, integer, string, list);<br>
void selectTypeAndHue(object, object, integer, string, list);<br>
void selectHue(object, object, integer, integer);<br>
void message(object, string, list);<br>
integer messageret(object, object, string, list);<br>
void multimessage(object, string, list);<br>
void multiMessage(object, string, list);<br>
void multiMessageToLoc(location, string, list);<br>
void multiMessageToRange(location, integer, string, list);<br>
void messageToRange(location, integer, string, list);<br>
integer hasObjVar(object, string);<br>
integer hasObjListVar(object, string);<br>
any getObjVar(object, string);<br>
integer getObjVar(object, string);<br>
string getObjVar(object, string);<br>
location getObjVar(object, string);<br>
object getObjVar(object, string);<br>
integer getobjvar_int(object, string);<br>
string getobjvar_str(object, string);<br>
location getobjvar_loc(object, string);<br>
object getobjvar_obj(object, string);<br>
void getObjListVar(list, object, string);<br>
void setObjVar(object, string, any);<br>
void removeObjVar(object, string);<br>
void copyObjVar(object, object, string);<br>
void copyAllObjVars(object, object);<br>
integer addToObjVarListSet(object, string, any);<br>
integer isInObjVarListSet(object, string, any);<br>
void changeLoc(location &, integer, integer, integer);<br>
object [[NULL]](void);<br>
void setDefaultReturn(integer);<br>
void setConvoRet(string);<br>
void disableBehaviors(object);<br>
void enableBehaviors(object);<br>
integer areBehaviorsEnabled(object);<br>
void callGuards(object, location, integer);<br>
void seance(object, integer);<br>
void setLastValidTerrainLoc(object, location);<br>
integer teleport(object, location);<br>
integer teleportNoFall(object, location);<br>
integer random(integer, integer);<br>
integer dice(integer, integer);<br>
void deleteObject(object);<br>
void deleteObjectNoFall(object);<br>
integer putObjContainer(object, object);<br>
integer toMobile(object, object);<br>
integer putObjBank(object, object);<br>
integer putMobContainer(object, object);<br>
integer withdrawFromBank(object, integer);<br>
integer withdrawAndDestroy(object, integer);<br>
void [[openBank]](object);<br>
integer depositIntoBank(object, object, integer);<br>
integer amtGoldInBank(object);<br>
integer equipObj(object, object, integer);<br>
integer dropObj(object, location);<br>
integer findGoodSpotNearWithElev(location &, integer, integer, integer, integer, integer);<br>
integer findGoodSpotNear(location &, integer, integer, integer);<br>
integer findGoodSpotNearMin(location &, integer, integer, integer, integer, integer);<br>
integer findGoodZ(location, integer, integer, integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer walk(object, integer);<br>
integer run(object, integer);<br>
void setType(object, integer);<br>
void setHue(object, integer);<br>
void setPartialHue(object, integer);<br>
void setDefaultTextHue(object, integer);<br>
integer getDefaultTextHue(object);<br>
void animateMobile(object, integer, integer, integer, integer, integer);<br>
void sfx(location, integer, integer);<br>
void sfxTo(object, integer, integer);<br>
void musicTo(object, integer);<br>
integer getDirectionInternal(location, location);<br>
string getDirection(location, location);<br>
integer [[getDistanceInTiles]](location, location);<br>
string [[getDistance]](location, location);<br>
location interpose(location, location);<br>
integer getFacing(object);<br>
integer getHue(object);<br>
integer isFacingPlace(object, location);<br>
integer isFacingPerson(object, object);<br>
integer facingEachOther(object, object);<br>
void faceHere(object, integer);<br>
integer [[getSex]](object);<br>
integer [[sameSex]](object, object);<br>
integer [[isHumanBodyType]](object);<br>
integer isHuman(object);<br>
integer [[isMobile]](object);<br>
integer [[isPlayer]](object);<br>
integer [[isSpellbook]](object);<br>
integer isContainer(object);<br>
integer isRealContainer(object);<br>
integer isMap(object);<br>
integer [[isNPC]](object);<br>
integer [[isOwnedPet]](object);<br>
integer [[isShopKeeper]](object);<br>
integer [[isGuard]](object);<br>
integer isDead(object);<br>
integer isInContainer(object);<br>
integer isEquipped(object);<br>
integer isMoveable(object, object);<br>
integer isFreelyUsable(object, object);<br>
integer isFreelyViewable(object, object);<br>
integer [[isOnline]](object);<br>
object containedBy(object);<br>
object getTopmostContainer(object);<br>
integer isNoDrawType(integer);<br>
void bark(object, string);<br>
void ebark(object, string);<br>
void barkTo(object, object, string);<br>
void ebarkTo(object, object, string);<br>
void barkToHued(object, object, integer, string);<br>
void bark(object, unicode);<br>
void ebark(object, unicode);<br>
void barkTo(object, object, unicode);<br>
void ebarkTo(object, object, unicode);<br>
void barkToHued(object, object, integer, string);<br>
void actionBark(object, integer, string, string);<br>
integer [[getObjType]](object);<br>
integer getValue(object);<br>
integer makeValueless(object);<br>
integer isInCamp(object);<br>
integer getWeight(object);<br>
location getLocation(object);<br>
location [[getRelayLoc]](object);<br>
location whereIs(object);<br>
location getMasterObjLoc(integer);<br>
integer numInContainer(object);<br>
integer [[isRidable]](object);<br>
integer isRiding(object);<br>
integer [[isVirtueGuard]](object);<br>
integer isOrderGuard(object);<br>
integer isChaosGuard(object);<br>
integer isUsingVirtueShield(object);<br>
integer unRide(object);<br>
integer getAC(object);<br>
integer getMovementType(object);<br>
void setMovementType(object, integer);<br>
integer getGeneric(object, integer);<br>
integer getMoney(object);<br>
void gainFame(object, integer);<br>
void loseFame(object, integer);<br>
integer NotorietyCompare(object, object);<br>
integer notorietyCompare(object, object);<br>
void addNotoriety(object, integer);<br>
void removeNotoriety(object, integer);<br>
integer getNotoriety(object);<br>
integer getNotorietyLevel(object);<br>
integer getNotorietyLevelByNot(integer);<br>
void setNotoriety(object, integer);<br>
integer getFame(object);<br>
integer getAdjFame(object);<br>
integer getFameLevel(object);<br>
void changeFame(object, integer);<br>
void setFame(object, integer);<br>
integer getKarma(object);<br>
integer getAdjKarma(object);<br>
integer getKarmaLevel(object);<br>
void changeKarma(object, integer);<br>
void setKarma(object, integer);<br>
integer getCurHP(object);<br>
integer getMaxHP(object);<br>
integer getCurFatigue(object);<br>
integer getMaxFatigue(object);<br>
integer getCurMana(object);<br>
integer getMaxMana(object);<br>
integer getCanCarry(object);<br>
integer getSkillTotal(object);<br>
integer getCappedSkillTotal(object);<br>
integer getNaturalAC(object);<br>
integer getHPLevel(object);<br>
integer getFatigueLevel(object);<br>
integer getManaLevel(object);<br>
void setCurHP(object, integer);<br>
void setMaxHP(object, integer);<br>
void handleHealthGain(object);<br>
void setCurFatigue(object, integer);<br>
void setMaxFatigue(object, integer);<br>
void setCurMana(object, integer);<br>
void setMaxMana(object, integer);<br>
void setNaturalAC(object, integer);<br>
void addHP(object, integer);<br>
void addMana(object, integer);<br>
void addFatigue(object, integer);<br>
void doDamageWithWeapon(object, object, object, integer);<br>
void doDamage(object, object, integer);<br>
void doDamageFight(object, object, integer, integer);<br>
void doDamageType(object, object, integer, integer);<br>
void loseHP(object, integer);<br>
void loseMana(object, integer);<br>
void loseFatigue(object, integer);<br>
void restoreMobile(object);<br>
void restoreFatigue(object);<br>
void restoreHP(object);<br>
void restoreMana(object);<br>
string [[getHeShe]](object);<br>
string [[getHimHer]](object);<br>
string [[getHisHer]](object);<br>
integer hasObjEquipped(object, object);<br>
integer hasObjTypeEquipped(object, integer);<br>
integer [[getEquipSlot]](object);<br>
object [[getItemAtSlot]](object, integer);<br>
object getWeapon(object);<br>
integer isArmed(object);<br>
integer getFreeHandSlot(object);<br>
integer getYear(void);<br>
integer getMonth(void);<br>
integer getWeek(void);<br>
integer getDay(void);<br>
integer getHour(void);<br>
integer getMinute(void);<br>
integer getSeconds(void);<br>
integer isWeapon(object);<br>
integer isReallyWeapon(object);<br>
integer getSatiety(object);<br>
integer getRealStrength(object);<br>
integer getRealDexterity(object);<br>
integer getRealIntelligence(object);<br>
integer getStrength(object);<br>
integer getDexterity(object);<br>
integer getIntelligence(object);<br>
integer getStat(object, integer);<br>
integer getRealStat(object, integer);<br>
integer getStatAttributeMax(object, integer);<br>
integer setStatAttributeMax(object, integer, integer);<br>
integer modifyStat(object, integer, integer);<br>
integer modifyRealStat(object, integer, integer);<br>
integer setRealStat(object, integer, integer);<br>
integer getStatMod(object, integer);<br>
integer setStatMod(object, integer, integer);<br>
integer getSkillMod(object, integer);<br>
integer setSkillMod(object, integer, integer);<br>
void addSatiety(object, integer);<br>
integer testSkill(object, integer);<br>
integer skillTest(object, integer);<br>
integer testSkillReal(object, integer);<br>
integer skillTestReal(object, integer);<br>
integer getSkillLevel(object, integer);<br>
integer getSkillLevelReal(object, integer);<br>
integer getSkillLevelRealStat(object, integer);<br>
integer getSkillLevelNoStat(object, integer);<br>
integer getSkillLevelNoStatNoMod(object, integer);<br>
void setSkillLevel(object, integer, integer);<br>
void addSkillLevel(object, integer, integer);<br>
void loseSkillLevel(object, integer, integer);<br>
integer modifySkillMod(object, integer, integer);<br>
void setMobFlag(object, integer, integer);<br>
integer getMobFlag(object, integer);<br>
integer getSkillNumber(string);<br>
string getSkillName(integer);<br>
string getOrcishSyllable(integer);<br>
string getWispishSyllable(integer);<br>
string getLizardishSyllable(integer);<br>
string getRattishSyllable(integer);<br>
void handleWatchingSkill(object, integer);<br>
integer testAndLearnSkill(object, integer, integer, integer);<br>
integer getSkillSuccessChance(object, integer, integer, integer);<br>
object getBackpack(object);<br>
object transferGenericToContainer(object, object, integer, integer);<br>
object transferGenericToWorld(location, object, integer, integer);<br>
void destroyGeneric(object, integer, integer);<br>
object takeMoney(object, integer);<br>
object giveItem(object, object);<br>
void systemMessage(object, string);<br>
void systemMessageHued(object, integer, string);<br>
integer textMessage(object, string, integer, integer, integer);<br>
integer superBark(object, string, integer, integer, integer);<br>
void getMobsInRange(list, location, integer);<br>
void getMobsInRangeOld(list, location, integer);<br>
integer objIsInRange(location, integer);<br>
void getObjectsInRange(list, location, integer);<br>
void getObjectsInRangeWithFlags(list, location, integer, integer);<br>
integer getNumAllObjectsInRangeWithFlags(location, integer, integer);<br>
integer getObjectFlags(object, integer);<br>
integer getTerrainFlags(integer, integer);<br>
void getObjectsInRangeOfType(list, location, integer, integer);<br>
void getObjectsInSpecRange(list, location, integer, integer);<br>
object getFirstObjectOfType(location, integer);<br>
object getNextObjectOfType(location, integer, object);<br>
void getPlayersInRange(list, location, integer);<br>
void getNPCsInRange(list, location, integer);<br>
void getNPCsInRangeOld(list, location, integer);<br>
integer getTileAt(location);<br>
integer [[isInMap]](location);<br>
integer [[isInWorld]](location);<br>
integer getTileHeight(integer);<br>
void getMobsAt(list, location);<br>
void getPlayersAt(list, location);<br>
void getNPCsAt(list, location);<br>
void getObjectsAt(list, location);<br>
void getObjectsAtInZRange(list, location, integer, integer);<br>
integer getQuantity(object);<br>
integer [[getMiscData]](object);<br>
integer [[getQuality]](object);<br>
integer getHeight(object);<br>
integer getSurfaceHeight(object);<br>
void logOut(object);<br>
void safeLogOut(object);<br>
void safeLogout(object);<br>
void setHidden(object, integer);<br>
integer isHidden(object);<br>
void openGump(object, integer);<br>
void closeGump(object, integer);<br>
void doMissile_Loc2Loc(location, location, integer, integer, integer, integer);<br>
void doMissile_Loc2Mob(location, object, integer, integer, integer, integer);<br>
void doMissile_Mob2Loc(object, location, integer, integer, integer, integer);<br>
void doMissile_Mob2Mob(object, object, integer, integer, integer, integer);<br>
void doLocAnimation(location, integer, integer, integer, integer, integer);<br>
void doMobAnimation(object, integer, integer, integer, integer, integer);<br>
void doLightning(object);<br>
void beginSequence(void);<br>
void endSequence(integer);<br>
integer waitState(object);<br>
void setWaitState(object, integer);<br>
integer isInvisible(object);<br>
void setInvisible(object, integer);<br>
void setPoisoned(object, integer);<br>
void setCursed(object, integer);<br>
string getName(object);<br>
string getRealName(object);<br>
void setRealName(object, string);<br>
void setRealNameFromTemplate(object, integer);<br>
string getTitledName(object);<br>
void walkTo(object, location, integer);<br>
integer canSeeObj(object, object);<br>
integer getElevationAt(integer, integer);<br>
integer canExistAt(location, integer, integer);<br>
integer canSeeLoc(object, location);<br>
integer [[isValid]](object);<br>
integer getTemplate(object);<br>
integer getDefaultAlignment(integer);<br>
void setAlignment(object, integer);<br>
void becomeTemplate(object, integer);<br>
integer isAtHome(object);<br>
integer thinksItsAtHome(object);<br>
integer hasHome(object);<br>
location getHome(object);<br>
void setHome(object, location);<br>
location getCreationLoc(object);<br>
void getStaticObjectsAt(list, location);<br>
void getStaticObjectsAtXY(list, location);<br>
void getStaticObjectsAtXYZ(list, location);<br>
void shopKeeperOpenBusiness(object, object);<br>
void shopKeeperOpenBuying(object, object);<br>
integer hasShopKeyword(list);<br>
integer mobileWillBuy(object, object);<br>
string getNameByType(integer);<br>
integer [[getX]](location);<br>
integer [[getY]](location);<br>
integer [[getZ]](location);<br>
void [[setX]](location &, integer);<br>
void [[setY]](location &, integer);<br>
void [[setZ]](location &, integer);<br>
void moveDir(location &, integer);<br>
void debugMessage(string);<br>
void replyTo(object, object, string);<br>
void replyToMobAbout(object, object, object, string);<br>
void returnObject(object);<br>
integer containsObj(object, object);<br>
object containsObjType(object, integer);<br>
integer mobileContainsObj(object, object);<br>
void getObjectsOfTypeIn(list, object, integer);<br>
object mobileContainsObjType(object, integer);<br>
void getContainersOnMobile(list, object);<br>
void useItem(object, object);<br>
void doLookAt(object, object);<br>
string getArticle(integer);<br>
string [[objToStr]](object);<br>
void scoreToSpace(string);<br>
void scriptTrig(object, integer, object);<br>
void processTriggerCmds(object, string);<br>
void deleteIfValid(object, integer);<br>
void deleteIfValidNoFall(object, integer);<br>
void createPlaceHolder(object);<br>
integer changeRange(object, integer, integer, integer);<br>
integer findClosestArea(string &, location &, string, location, integer);<br>
integer isInArea(string, location, integer);<br>
void setLooksLikeTemplate(object, integer);<br>
void followNpc(object, object, integer);<br>
void stopFollowing(object);<br>
object getLeader(object);<br>
void runAway(object, object);<br>
integer getHungerLevel(object);<br>
void setDesireLevel(object, integer);<br>
integer [[eatObject]](object, object);<br>
void setBehavior(object, integer);<br>
void clearBehavior(object, integer);<br>
void loiter(object, integer);<br>
void goLoiter(object, location, integer);<br>
integer getDesireLevel(object);<br>
void setLoiterMode(object, integer);<br>
integer getLightVal(object);<br>
integer getLightTime(object);<br>
void setLight(object, integer, integer);<br>
integer getResource(integer &, object, string, integer, integer);<br>
integer getResourcesOnObj(object, integer, list);<br>
string getResourceName(string, integer);<br>
integer [[getResourceTypeIdByName]](integer &, string);<br>
integer hasResource(object, integer);<br>
integer hasObj(object, object);<br>
integer hasObjType(object, integer);<br>
integer hasObjTypeInBank(object, integer);<br>
void callGuards(object, object, integer);<br>
integer witnessCrime(location, object, object, string, integer, integer, integer);<br>
void criminalAct(object, object, integer, integer);<br>
void criminalActAdvanced(object, object, integer, integer, integer, integer);<br>
void committedCrimeAt(object, location, integer);<br>
void setCriminal(object, integer);<br>
integer isCriminal(object);<br>
integer [[isMurderer]](object);<br>
integer [[getMurderCount]](object);<br>
void setMurderCount(object, integer);<br>
void setResurrectionResources(object);<br>
integer canBeFreelyAggressedBy(object, object);<br>
void refreshAggression(object);<br>
void receiveAggressionFrom(object, object);<br>
void receiveUnhealthyActionFrom(object, object);<br>
void receiveHelpfulActionFrom(object, object);<br>
void copyControllerInfo(object, object);<br>
integer openContainer(object, object);<br>
void updateHint(integer, object, integer, string, string, location, object, string, integer);<br>
integer getHint(object, integer, integer &, object &, integer &, string &, string &, location &, object &, string &, integer &);<br>
integer getLocalizedDesc(string &, location &, location, location);<br>
integer getSmallestArea(string &, location);<br>
integer isInRegionWithPrefix(string &, location);<br>
integer getTrammelPhase(void);<br>
integer getFeluccaPhase(void);<br>
string getMoonPhaseStr(integer);<br>
integer getMoonGateDest(integer);<br>
integer canWield(object, object);<br>
integer isSlashing(object);<br>
integer isPiercing(object);<br>
integer isBashing(object);<br>
integer isRanged(object);<br>
integer getMaxArmorClass(object);<br>
integer getCurArmorClass(object);<br>
integer getAmmoType(object);<br>
integer getBow(object);<br>
integer setMaxArmorClass(object, integer);<br>
integer getWeaponRange(object);<br>
integer getWeaponMinRange(object);<br>
integer getWeaponHandedness(object);<br>
string getWeaponName(object);<br>
integer getAverageDamage(object);<br>
void getWeaponClass(object, integer &, integer &, integer &, integer &);<br>
void setWeaponClass(object, integer, integer, integer, integer);<br>
integer getWeaponCurHP(object);<br>
integer setWeaponCurHP(object, integer);<br>
integer getWeaponMaxHP(object);<br>
integer setWeaponMaxHP(object, integer);<br>
integer getWeaponMinStr(object);<br>
integer getWeaponSpeed(object);<br>
integer getWeaponHitSfx(object);<br>
integer getWeaponMissSfx(object);<br>
integer applyWeaponTemplate(object, integer);<br>
void [[makeDice]](string &, string, integer, integer, string, integer);<br>
void splitDice(string, string &, integer &, integer &, string &, integer &);<br>
void attack(object, object);<br>
void peace(object);<br>
void stopAttack(object);<br>
void stopFight(object, object);<br>
void getTargets(list, object);<br>
void getVisableTargets(list, object);<br>
object getFirstVisableTarget(object);<br>
object getFirstVisibleTargetInRange(object, integer);<br>
void getAttackers(list, object);<br>
void getAttackersNearby(list, object);<br>
integer getNumTargets(object);<br>
integer getNumAttackers(object);<br>
object getFirstTarget(object);<br>
object makeMultiInst(location, integer);<br>
object makeMultiInstCheck(location, integer, integer, integer, integer &, integer, integer, integer);<br>
integer moveMulti(object, location);<br>
integer moveMultiCheck(object, location, integer);<br>
integer recycleMulti(object, integer);<br>
integer recycleMultiCheck(object, integer, integer);<br>
integer recycleMultiCheckRotate(object, integer, integer, integer);<br>
integer moveMultiMapSwitch(object, location, integer);<br>
integer isMultiComp(object);<br>
integer isMultiSlave(object);<br>
object getMultiSlaveId(object);<br>
location getMultiComponentOffset(object);<br>
integer areObjectsOn(object);<br>
integer getMultiExtents(integer, location &, location &);<br>
integer isHousingOkay(location, integer);<br>
integer areSpellsOkay(location);<br>
integer isInCityRegion(location);<br>
integer inJusticeRegion(location);<br>
integer getMultiType(object);<br>
void resetMultiCarriedDecay(object);<br>
integer multiCanExistAt(location, integer, integer);<br>
integer canMultiExistAt(object, location, integer);<br>
integer dropCheck(location &, object, integer);<br>
integer isOnMulti(object, object);<br>
object isOnAnyMulti(object);<br>
object isAnyMultiAt(location);<br>
object isAnyMultiBelow(location);<br>
integer getNumInMultiType(integer);<br>
void multiCompSetSendSlave(object, integer);<br>
integer areMobilesInMultiArea(integer, location);<br>
void getPlayersOnMulti(list, object);<br>
void getObjectsOnMulti(list, object);<br>
void sendPlayerZmoveStuff(object);<br>
integer getDecayCount(object);<br>
integer [[getDecayMax]](object);<br>
integer setDecayCount(object, integer);<br>
integer getHomeDecayRate(void);<br>
integer getNonHomeDecayRate(void);<br>
integer [[getDefaultDieDecay]](void);<br>
integer getDecayInterval(void);<br>
object mobileHasObjWithListObjOfObj(object, string, object);<br>
integer [[getPulseNum]](void);<br>
void [[setDecayTest]](integer);<br>
object getClosestMobile(location, integer);<br>
object getClosestPlayer(location, integer);<br>
object getClosestOnlinePlayer(location, integer);<br>
object getClosestMobileOrOnlinePlayer(location, integer);<br>
object getClosestVisibleOnlinePlayer(location, integer);<br>
void setMapProperties(object, integer, integer, integer, integer, integer, integer, integer);<br>
integer isValidMap(object);<br>
integer isMap(object);<br>
integer getMapPointer(location &, object, integer);<br>
integer copybook(object, object);<br>
integer setNPCState(object, integer);<br>
integer getNPCState(object);<br>
integer goSleep(object, integer, integer);<br>
void transferAllResources(object, object);<br>
void transferResources(object, object, integer, string);<br>
void transferGeneric(object, object, integer);<br>
void returnAllResourcesToBank(object);<br>
void returnResourcesToBank(object, integer, string);<br>
object createGlobalNPCAt(integer, location, integer);<br>
object createGlobalNPCAtSpecificLoc(integer, location);<br>
object createGlobalObjectAt(integer, location);<br>
object createGlobalObjectIn(integer, object);<br>
object createGlobalObjectOn(object, integer);<br>
object createNoResObjectAt(integer, location);<br>
object createNoResObjectIn(integer, object);<br>
object requestCreateObjectAt(integer, location);<br>
object requestCreateObjectIn(integer, object);<br>
object requestCreateNPCAt(integer, location, integer);<br>
integer defineResource(object, string, integer, integer, integer);<br>
object getChunkEgg(location);<br>
void addGlobalQuantity(object, integer);<br>
integer requestAddQuantity(object, integer);<br>
void addConsumer(location &, string, integer, integer);<br>
integer whoIsLargestConsumer(location, integer);<br>
integer resourceTypeToId(string);<br>
integer isGeneric(object);<br>
integer canBeGeneric(object);<br>
void destroyOne(object);<br>
string getROBookTitle(integer);<br>
integer getBookPages(object);<br>
void removeLeadingWords(string &, integer);<br>
object findClosestBBoard(location);<br>
void setPostTime(object);<br>
integer [[getTimeSecs]](void);<br>
integer objectsNearby(list, location &, integer, integer);<br>
void intRet(integer);<br>
void textEntry(object, object, integer, integer, string);<br>
void stringQuery(object, object, integer, string, integer, integer, integer, string);<br>
void webBrowse(object, string);<br>
void makeBeelineFailPathFind(object, integer);<br>
void overloadWeight(object, integer);<br>
void recalcWeight(object);<br>
void fixBank(object);<br>
void setStatus(object, integer, integer);<br>
integer getStatus(object, integer);<br>
integer isHair(object);<br>
integer [[isEditing]](object);<br>
integer [[isCounselor]](object);<br>
integer [[isGameMaster]](object);<br>
integer getPlayerBugStat(list, integer);<br>
integer doNPCHeartBeat(object);<br>
integer doNPCHandleStates(object);<br>
integer isManifesting(object);<br>
void addHelpRequestToQueue(object, integer, integer, string);<br>
integer removePlayerFromGame(object);<br>
void trackingTypeSelected(list, object, integer, integer, location);<br>
object doTakeMoney(object, integer, integer);<br>
void doSCommand(object, string);<br>
integer resurrect(object, integer);<br>
void destroyContents(object);<br>
integer canHold(object, object);<br>
void transferPlayer(object, object, string);<br>
void checkTransferAccount(object, object);<br>
integer getGMCallStatus(void);<br>
void setGMCallStatus(integer);<br>
integer getEncumbrance(object);<br>
void [[getCurrentTimeStr]](string &);<br>
void setROBookNum(object, integer);<br>
integer [[getPlayAge]](object);<br>
integer isCorpse(object);<br>
integer getCorpseBodyType(object);<br>
integer [[isObscene]](string);<br>
void logEntry(integer, integer, object, string, string, string, string);<br>
integer [[getAccountNum]](object);<br>
integer getCharacterNum(object);<br>
integer getCombatMode(object);<br>
integer isInvulnerable(object);<br>
void makeInvulnerable(object);<br>
void makeVulnerable(object);<br>
void openGenericGump(object, object, integer, integer, integer, list, list);<br>
void setTile(location, integer);<br>
integer getTile(location);<br>
void setElevation(location, integer);<br>
integer getElevation(location);<br>
void createStatic(location, integer);<br>
void createStaticHued(location, integer, integer);<br>
void updatesOn(void);<br>
void updatesOff(void);<br>
void escript(object, string, string);<br>
integer [[abs]](integer);<br>
integer isGoldAccount(object);<br>
GetContents
0
149
462
2012-11-24T18:52:23Z
Batlin
3
Created page with 'integer '''getContents'''(list ''TargetList'', object ''Container'');<br> integer '''getContents'''(list ''TargetList'', object ''Container'');<br> At the beginning of this func…'
wikitext
text/x-wiki
integer '''getContents'''(list ''TargetList'', object ''Container'');<br>
integer '''getContents'''(list ''TargetList'', object ''Container'');<br>
At the beginning of this function the target list ''TargetList'' is emptied.<br>
Then if the given container is valid, the contents are appended to the ''TargetList''.<br>
This function is not recursive if it finds a container. You will need to call [[getContents]] on that container yourself.
Return to the [[Command List]].
GetItemAtSlot
0
150
466
2012-11-24T19:17:21Z
Batlin
3
Created page with 'object '''getItemAtSlot'''(object ''Mobile'', integer SlotNumber);<br> If the given Mobile is not a valid mobile then [[NULL]] is returned. If the slot number is not between 1 o…'
wikitext
text/x-wiki
object '''getItemAtSlot'''(object ''Mobile'', integer SlotNumber);<br>
If the given Mobile is not a valid mobile then [[NULL]] is returned.
If the slot number is not between 1 or 30 then [[NULL]] is returned.
Otherwise the [[Equipment|equipeded item]] at the specified index (''SlotNumber'') is returned.
You can use ''getItemAtSlot(29)'' to get the bank object.
There is a bug in this function. 30 is not a valid slot, 29 is the last valid one.<br>
Due to the memory lay-out, the function will return the mobile's direction as if it were an object.
Return to the [[Command List]].
467
466
2012-11-24T19:27:40Z
Batlin
3
wikitext
text/x-wiki
object '''getItemAtSlot'''(object ''Mobile'', integer SlotNumber);<br>
If the given Mobile is not a valid mobile then [[NULL]] is returned.
If the slot number is not between 1 or 30 then [[NULL]] is returned.
Otherwise the [[Equipment|equipeded item]] at the specified index (''SlotNumber'') is returned.
You can use ''getItemAtSlot(29)'' to get the bank object.
There is a bug in this function. 30 is not a valid slot, 29 is the last valid one.<br>
Due to the memory lay-out, the function will interprete the mobile's direction as if it were an object.<br>
Thus calling ''getItemAtSlot(30)'' will crash the server.
Return to the [[Command List]].
468
467
2012-11-24T19:36:53Z
Batlin
3
wikitext
text/x-wiki
object '''getItemAtSlot'''(object ''Mobile'', integer SlotNumber);<br>
If the given Mobile is not a valid mobile then [[NULL]] is returned.
If the slot number is not between 1 or 30 then [[NULL]] is returned.
Otherwise the [[Equipment|equipeded item]] at the specified index (''SlotNumber'') is returned.
You can use ''getItemAtSlot(29)'' to get the bank object.
There is a bug in this function. 30 is not a valid slot, 29 is the last valid one.<br>
Due to the memory lay-out, the function will interprete the mobile's direction as if it were an object.<br>
Thus calling ''getItemAtSlot(30)'' will crash the server. Also view : [http://www.joinuo.com/forums/viewtopic.php?f=32&t=4146]
Return to the [[Command List]].
469
468
2012-11-24T19:37:54Z
Batlin
3
wikitext
text/x-wiki
object '''getItemAtSlot'''(object ''Mobile'', integer SlotNumber);<br>
If the given Mobile is not a valid mobile then [[NULL]] is returned.
If the slot number is not between 1 or 30 then [[NULL]] is returned.
Otherwise the [[Equipment|equipeded item]] at the specified index (''SlotNumber'') is returned.
You can use ''getItemAtSlot(29)'' to get the bank object.
There is a bug in this function. 30 is not a valid slot, 29 is the last valid one.<br>
Due to the memory lay-out, the function will interprete the mobile's direction as if it were an object.<br>
Thus calling ''getItemAtSlot(30)'' will crash the server. Also view the forums : [http://www.joinuo.com/forums/viewtopic.php?f=32&t=4146 Discussion of this bug]
Return to the [[Command List]].
470
469
2012-11-24T19:41:36Z
Batlin
3
wikitext
text/x-wiki
object '''getItemAtSlot'''(object ''Mobile'', integer SlotNumber);<br>
If the given Mobile is not a valid mobile then [[NULL]] is returned.
If the slot number is not between 1 or 30 then [[NULL]] is returned.
Otherwise the [[Equipment|equipeded item]] at the specified index (''SlotNumber'') is returned.
You can use ''getItemAtSlot(29)'' to get the bank object.
There is a bug in this function. 30 is not a valid slot, 29 is the last valid one.<br>
Due to the memory lay-out, the function will interprete the mobile's direction as if it were an object.<br>
Thus: calling ''getItemAtSlot(30)'' will crash the server if the mobile is not facing North.<br>
Also view the forums : [http://www.joinuo.com/forums/viewtopic.php?f=32&t=4146 Discussion of this bug]
Return to the [[Command List]].
471
470
2012-11-24T20:18:54Z
Batlin
3
wikitext
text/x-wiki
object '''getItemAtSlot'''(object ''Mobile'', integer SlotNumber);<br>
If the given Mobile is not a valid mobile then [[NULL]] is returned.<br>
If the slot number is not between 1 or 30 then [[NULL]] is returned.<br>
Otherwise the [[Equipment|equipeded item]] at the specified index (''SlotNumber'') is returned.
You can use ''getItemAtSlot(29)'' to get the bank object.
There is a bug in this function. 30 is not a valid slot, 29 is the last valid one.<br>
Due to the memory lay-out, the function will interprete the mobile's direction as if it were an object.<br>
Thus: calling ''getItemAtSlot(30)'' will crash the server if the mobile is not facing North.<br>
Also view the forums : [http://www.joinuo.com/forums/viewtopic.php?f=32&t=4146 Discussion of this bug]
Return to the [[Command List]].
497
471
2016-07-21T18:58:21Z
Derrick
2
Update URL's to point to UO98.org
wikitext
text/x-wiki
object '''getItemAtSlot'''(object ''Mobile'', integer SlotNumber);<br>
If the given Mobile is not a valid mobile then [[NULL]] is returned.<br>
If the slot number is not between 1 or 30 then [[NULL]] is returned.<br>
Otherwise the [[Equipment|equipeded item]] at the specified index (''SlotNumber'') is returned.
You can use ''getItemAtSlot(29)'' to get the bank object.
There is a bug in this function. 30 is not a valid slot, 29 is the last valid one.<br>
Due to the memory lay-out, the function will interprete the mobile's direction as if it were an object.<br>
Thus: calling ''getItemAtSlot(30)'' will crash the server if the mobile is not facing North.<br>
Also view the forums : [http://forums.uo98.org/viewtopic.php?f=32&t=4146 Discussion of this bug]
Return to the [[Command List]].
68a0a7f4c277341a3d9b0a35037aa2eb7cdeda8e
GetEquipSlot
0
151
473
2012-11-24T20:32:37Z
Batlin
3
Created page with 'integer '''getEquipSlot'''(object ''AnyObject''); This function will return 0 if the provided object is not valid.<br> This function will return 0 if the provided object is a mo…'
wikitext
text/x-wiki
integer '''getEquipSlot'''(object ''AnyObject'');
This function will return 0 if the provided object is not valid.<br>
This function will return 0 if the provided object is a mobile.<br>
The equipment slot is stored in the quality field as an ''unsigned char'' in the tiledata file.
This function is closely related to the [[getQuality]] function.
Return to the [[Command List]].
GetQuality
0
152
474
2012-11-24T20:35:17Z
Batlin
3
Created page with 'integer '''getEquipSlot'''(object ''AnyObject''); This function will return 0 if the provided object is not valid.<br> The quality is stored in the quality field as an ''unsigne…'
wikitext
text/x-wiki
integer '''getEquipSlot'''(object ''AnyObject'');
This function will return 0 if the provided object is not valid.<br>
The quality is stored in the quality field as an ''unsigned char'' in the tiledata file.
This function is closely related to the [[getEquipSlot]] function.
Return to the [[Command List]].
475
474
2012-11-24T20:35:35Z
Batlin
3
wikitext
text/x-wiki
integer '''getQuality'''(object ''AnyObject'');
This function will return 0 if the provided object is not valid.<br>
The quality is stored in the quality field as an ''unsigned char'' in the tiledata file.
This function is closely related to the [[getEquipSlot]] function.
Return to the [[Command List]].
GetMiscData
0
153
477
2012-11-24T20:45:35Z
Batlin
3
Created page with 'integer '''getMiscData'''(object ''AnyObject''); This function will return 0 if the provided object is not valid.<br> The miscellaneous data is stored in the miscdata field as a…'
wikitext
text/x-wiki
integer '''getMiscData'''(object ''AnyObject'');
This function will return 0 if the provided object is not valid.<br>
The miscellaneous data is stored in the miscdata field as an ''unsigned short'' in the tiledata file.
The miscdata field was previously unknown in the UO world.<br>
See here for a discussion : http://www.joinuo.com/forums/viewtopic.php?f=32&t=609<br>
Derrick also provided a patch for RunUO : http://www.joinuo.com/forums/viewtopic.php?f=27&t=61<br>
We also notified UoFiddler about this : http://uofiddler.polserver.com/ (see version change 4.4)
Return to the [[Command List]].
478
477
2012-11-24T20:46:10Z
Batlin
3
wikitext
text/x-wiki
integer '''getMiscData'''(object ''AnyObject'');
This function will return 0 if the provided object is not valid.<br>
The miscellaneous data is stored in the miscdata field as an ''unsigned short'' in the tiledata file.
The miscdata field was previously unknown in the UO world.<br>
See here for a discussion : http://www.joinuo.com/forums/viewtopic.php?f=32&t=609<br>
Derrick also provided a patch for RunUO : http://www.joinuo.com/forums/viewtopic.php?f=27&t=610<br>
We also notified UoFiddler about this : http://uofiddler.polserver.com/ (see version change 4.4)
Return to the [[Command List]].
GetDefaultDieDecay
0
96
479
336
2012-11-24T20:49:04Z
Batlin
3
wikitext
text/x-wiki
integer '''getDefaultDieDecay'''(void);<br>
This function returns a value known as the default die decay, not much is known yet about the exact meaning of the returned value. Please review the following topic on the JoinUO forums: [http://www.joinuo.com/forums/viewtopic.php?f=32&t=852 House decay time].
This function can be used to detect the decay mode the server is currently using. The following list represents the return values of this function and the related decay modes.
<pre>
0x48 = mode 1
0xFA = mode 0
0xFF = mode 2
</pre>
Please refer to the [[setDecayTest]] function for more information about the modes.
Return to the [[Command List]].
494
479
2016-07-21T18:56:06Z
Derrick
2
Update URL's to point to UO98.org
wikitext
text/x-wiki
integer '''getDefaultDieDecay'''(void);<br>
This function returns a value known as the default die decay, not much is known yet about the exact meaning of the returned value. Please review the following topic on the JoinUO forums: [http://forums.uo98.org/viewtopic.php?f=32&t=852 House decay time].
This function can be used to detect the decay mode the server is currently using. The following list represents the return values of this function and the related decay modes.
<pre>
0x48 = mode 1
0xFA = mode 0
0xFF = mode 2
</pre>
Please refer to the [[setDecayTest]] function for more information about the modes.
Return to the [[Command List]].
46cc5278713810aad08eb6de7ab0bd54e687d1af
GetSex
0
78
480
290
2012-11-24T20:52:33Z
Batlin
3
wikitext
text/x-wiki
integer '''getSex'''(object ''Mobile'');<br>
The ''getSex'' function will return the sex of a mobile. The returned value can be 0, 1 or 2.
0: the given object is not a valid mobile or is a valid mobile and has a male body type (400)<br>
1: the given object is a valid mobile and has a female body type (401)<br>
2: the given object is a valid mobile but does not have a male nor a female body type<br>
Because the return value 0 indicates both a male or an invalid object/mobile you should use the [[isMobile]] function in your scripts to ensure that the object is valid!<br>
Because ghosts have a body type of 402 or 403 you cannot use this function on player ghosts.
Return to the [[Command List]].
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integer '''getSex'''(object ''Mobile'');<br>
The ''getSex'' function will return the sex of a mobile. The returned value can be 0, 1 or 2.
0: the given object is not a valid mobile or is a valid mobile and has a male body type (400)<br>
1: the given object is a valid mobile and has a female body type (401)<br>
2: the given object is a valid mobile but does not have a male nor a female body type<br>
Because the return value 0 indicates both a male or an invalid object/mobile you should use the [[isMobile]] function in your scripts to ensure that the object is valid!<br>
Because ghosts have a body type of 402 or 403 you should not use this function on player ghosts to determine the sex.
Return to the [[Command List]].
SameSex
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integer '''sameSex'''(object ''MobileA'', object ''MobileB'');<br>
The ''sameSex'' function will return 1 if both mobiles have the same 'sex value', see [[getSex]]. Otherwise 0 is returned.
Because a 'sex value' of 0 is used for both male mobiles and invalid mobiles, you should use the [[isMobile]] function to validate the objects first to avoid unwanted results!<br>
Because ghosts have a body type of 402 or 403 you should not use this function to compare the sex of dead players.
Return to the [[Command List]].
GetHimHer
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integer '''getHimHer'''(object ''Mobile'');<br>
The ''getHimHer'' function will return a string containing "him", "her" or "it" based on the sex value of a mobile. See [[getSex]].
sex=0: "him" is returned<br>
sex=1: "her" is returned<br>
sex=2: "it" is returned<br>
If an invalid object/mobile is provided than the string "him" will be returned, see [[getSex]] for more details.<br>
Because player ghosts have a body type of 402 or 403, they will be considered "it".
Return to the [[Command List]].
GetHeShe
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integer '''getHeShe'''(object ''Mobile'');<br>
The ''getHeShe'' function will return a string containing "he", "she" or "it" based on the sex value of a mobile. See [[getSex]].
sex=0: "he" is returned<br>
sex=1: "she" is returned<br>
sex=2: "it" is returned<br>
If an invalid object/mobile is provided than the string "he" will be returned, see [[getSex]] for more details.<br>
Because player ghosts have a body type of 402 or 403, they will be considered "it".
Return to the [[Command List]].
GetHisHer
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integer '''getHisHer'''(object ''Mobile'');<br>
The ''getHisHer'' function will return a string containing "his", "her" or "its" based on the sex value of a mobile. See [[getSex]].
sex=0: "his" is returned<br>
sex=1: "her" is returned<br>
sex=2: "its" is returned<br>
If an invalid object/mobile is provided than the string "his" will be returned, see [[getSex]] for more details.<br>
Because player ghosts have a body type of 402 or 403, they will be considered "its".
Return to the [[Command List]].
Main Page
0
1
486
433
2014-03-04T19:51:38Z
Batlin
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/* UO Demo Forum */
wikitext
text/x-wiki
__NOTOC__
__NOTOC__
__NOTOC__ [[Category:Full Protection|{{PAGENAME}}]]
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://www.joinuo.com/forums/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even include some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other auction sites.
== Featured Contents ==
[[UO:98]] UO Server
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles: [[Special:AllPages|All Pages]].
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
[[UoDemoInstall.exe]] is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, was opened on the JoinUO Forums.<br>
'''02/17/14''' (''2014-02-17'') After ownership of JoinUO was transfered (in september 2013), our UO Demo/UO:98 forums were removed, the old UO Demo forum can be found here (but it will be deleted eventually) : [http://joinuo.com/oldforums/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Unpacking UODemo.DAT ===
[http://www.joinuo.com/forums/viewtopic.php?f=32&t=318 Accessing the files inside the DAT archive]
[[Mass M Decompiler|Decompiling the Scripts]]
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.joinuo.com/svn/public/UODemo/ svn.joinuo.com]
=== UO:98 Public Ultima Online Server ===
[[UO:98]] is a full world multi-player extension to the UO Demo. [http://svn.joinuo.com/svn/public/ Source code here], requires [[UO:98#Installer|installer]] and [[T2A CD]] containing [[UoDemoInstall.exe]].
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.joinuo.com/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client software is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
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2016-07-21T18:42:30Z
Derrick
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Update URL's to point to UO98.org
wikitext
text/x-wiki
__NOTOC__
__NOTOC__
__NOTOC__ [[Category:Full Protection|{{PAGENAME}}]]
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://forums.uo98.org/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even include some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other auction sites.
== Featured Contents ==
[[UO:98]] UO Server
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles: [[Special:AllPages|All Pages]].
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
[[UoDemoInstall.exe]] is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, was opened on the JoinUO Forums.<br>
'''02/17/14''' (''2014-02-17'') After ownership of JoinUO was transfered (in september 2013), our UO Demo/UO:98 forums were removed, the old UO Demo forum can be found here : [http://forums.uo98.org/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Unpacking UODemo.DAT ===
[http://forums.uo98.org/viewtopic.php?f=32&t=318 Accessing the files inside the DAT archive]
[[Mass M Decompiler|Decompiling the Scripts]]
=== Join SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.uo98.org/svn/public/UODemo/ svn.uo98.org]
=== UO:98 Public Ultima Online Server ===
[[UO:98]] is a full world multi-player extension to the UO Demo. [http://svn.uo98.org/svn/public/ Source code here], requires [[UO:98#Installer|installer]] and [[T2A CD]] containing [[UoDemoInstall.exe]].
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.uo98.org/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client software is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
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/* SVN Server */
wikitext
text/x-wiki
__NOTOC__
__NOTOC__
__NOTOC__ [[Category:Full Protection|{{PAGENAME}}]]
= <big>'''Welcome the UO Demo Wiki.'''</big> =
UO Demo or UODemo refers to the Ultima Online Demo released by Origin Systems Inc in 1998 on the UO:Second Age Retail CD. It was as the name hints, an offline playable demo of the Ultima Online game back then. The information in this wiki is derived from reverse engineering the demo consisting of one executable file and one data file.
The name T2A Demo is somewhat of a misnomer, as the server contained within the demo is Pre-T2A. The uodemo.exe file contains both a early UO Client, and a complete production UO server dated to [[Dating the Ultima Online Demo|mid 1998]]. The scripts contained within the demo are [http://forums.uo98.org/viewtopic.php?f=32&t=760 nearly] complete for the server's timeframe, and even include some preliminary work on T2A era mechanics.
To install the demo you need an Ultima Online:The Second Age retail CD. Good luck has been had finding these on EBay and other auction sites.
== Featured Contents ==
[[UO:98]] UO Server
[[Mass M Decompiler]]
[[Command List|The Command List]]
[[Scripts|About the obfuscated scripts]]
[[Dating the Ultima Online Demo]]
We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles: [[Special:AllPages|All Pages]].
== UO Demo Files ==
=== Files on the UO:The Second Age retail CD ===
[[UoDemoInstall.exe]] is in the root of the CD.
After installing UO Demo you see two files : [[uodemo.exe]] and [[uodemo.dat]].
[[uodemo.exe]] is the executable, it contains authentic server code and a full client.
[[uodemo.dat]] is encrypted using the GOST block cipher [http://en.wikipedia.org/wiki/GOST_28147-89]. The keys to decrypt the file are inside uodemo.exe. See also [[.rundir]].
== Modified UODemo Files ==
<big>'''UoDemo+.''' (UO Demo Plus)</big>
The [[uodemo+]].exe is a modified demo executable to help unleash some of the [[secrets]] within.
<big>'''UoDmClnt.''' (UO Demo Client)</big>
The [[UoDmClnt]].exe is a modified uodemo.exe to act as a real/pure client without calling the server functions.
== UO Demo Forum ==
'''09/13/09''' (''2009-09-13'') With the help of Derrick, a forum where you can find help about running or hacking/modding the demo, was opened on the JoinUO Forums.<br>
'''02/17/14''' (''2014-02-17'') After ownership of JoinUO was transfered (in september 2013), our UO Demo/UO:98 forums were removed, the old UO Demo forum can be found here : [http://forums.uo98.org/viewforum.php?f=32 UO Demo Forum]
== UO Demo Development ==
=== Unpacking UODemo.DAT ===
[http://forums.uo98.org/viewtopic.php?f=32&t=318 Accessing the files inside the DAT archive]
[[Mass M Decompiler|Decompiling the Scripts]]
=== SVN Server ===
A public SVN has been set up for releasing UODemo related software projects. You can browse the library here: [http://svn.uo98.org/svn/public/UODemo/ svn.uo98.org]
=== UO:98 Public Ultima Online Server ===
[[UO:98]] is a full world multi-player extension to the UO Demo. [http://svn.uo98.org/svn/public/ Source code here], requires [[UO:98#Installer|installer]] and [[T2A CD]] containing [[UoDemoInstall.exe]].
=== UO Demo Class Library ===
The UO Demo Class Library is an SDK for working with the UODemo files and internals. It currently implements a script compiler and decompiler. The source code is [http://svn.uo98.org/svn/public/UODemo/UO%20Demo%20Class%20Library/ available here].
=== UOSL Language ===
[[UOSL Language Package]] - A Language pack for the the UOSL scripting language for Visual Studio 2010.
[[UOSL Parser]] - Command line script validator and normalizer.
=== Using Subversion ===
SubVersion client software is useful for interfacing with the SVN server. SubVersion is a version control system. For more info on what Subversion is you can read more about it here [http://en.wikipedia.org/wiki/Apache_Subversion Apache_Subversion on Wikipedia]. For client software for Windows try [http://tortoisesvn.tigris.org/ TortiseSVN].
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UO:98
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Derrick
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UO:98 is an extension to the UO Demo released by Origin Systems in 1998 on the Ultima Online:Second Age CD. The UO Demo (demo) is an offline tutorial for Ultima Online. The Demo featured only the town of Ocllo, and a quest that a player could complete while learning about the Game and Client.
UO:98 unlocks many of the features that exist in the UO Demo such as the ability for others to connect with a regular UO Client, the ability to use the built in staff tools, and the expansion of the playing world to the entire map, and world saving. UO:98 also adds new features such as an accounting system, full world decoration, and support for later UO Client versions.
[[File:UO98_Startup.png|400px|thumb|right|Starting UO:98]]
[[File:UO98 Ingame.png|400px|thumb|right|In Game]]
[[File:UO98 God Client.JPG|400px|thumb|right|God Client support]]
Please see also the [http://forums.uo98.org/viewforum.php?f=34 UO:98 forums] at JoinUO
= Installer =
Download from UO98: [http://download.uo98.org/Emulators/UO98/UO98_Setup.msi HTTP] (9.20 MB)
= Installation prerequisites =
In addition to requiring the Ultima Online:The Second Age CD, the UO:98 distribution also requires (at a minimum), the following software installed or available on the target platform.
* Microsoft Windows XP, Vista or 7
* Microsoft .Net 4.0 Client Profile.
* Ultima Online Client version 1.25.35 through 5.x
** (6.x packet protocols not yet implemented)
= Installing UO:98 =
You must have the UO Client installed to your PC first. Note that under Windows 7 and Vista it is not recommended to install the UO Client in "Program Files" or on the root of the C drive (C:\) due to security issues with these folders.
The installer will offer to direct you to the Download page for the Microsoft .Net 4.0 framework. If it is not installed at the time of installation you will need to re-run the installer after the completion of the Framework install.
It's best practice to place the Ultima Online : The Second Age CD in your CD Rom drive before beginning the installation so that the installer can find your copy of the required UoDemoInstall.exe file on that disk. Installation should be relatively straightforward. If you have trouble, please visit the [http://forums.uo98.org/viewforum.php?f=34 UO:98 forums] for help
= Using UO:98 =
As of the intial public release, UO:98 is started from the UO98 folder by running StartUO98.cmd. You may be prompted the first time the program is run to allow UODemo+.exe through your firewall. If you intend to allow connections to UO:98 from outside your local network, you should check the "public" in addition to "private" box in that dialog.
UO:98 supports the client version on the UO:T2A (1.25.35) through 5.x '''Unencrypted'''. You may use Razor to connect to UO:98, or modify the login.cfg file in your UO Client folder and use a decrypted version of the client. See [https://www.google.com/search?q=uorice UORice] for more info on decrypting the client.
* Server: '''<YOUR LAN ADDRESS>''' (not localhost or 127.0.0.1)
* Port: 2593
The server will not accept connections using localhost or 127.0.0.1. Use your lan address. In windows you can determine your LAN address by typing ''ipconfig'' at the command prompt.
The default port for UO:98 is ''2593'''. This may be modified within the file UO98\rundir\UO98\server.txt.q
It's not recommended at this time to modify fields other than <port XXX> in the server.txt.q file.
The server as distributed has one administrator account:
* Username: '''Admin'''
* Password: '''password'''
Additional accounts can be auto created by simply attempting login on a non-existent account.
The server auto saves hourly, writing to UO98/[[.rundir|rundir]]/UO98. There is a copy of the distribution world files at http://svn.uo98.org/svn/public/UO98/Data/distro/ should you need to restore them. Typically only accounts.xml, [[Dynamic0.mul|dynamic0.mul.q]], and [[Dynidx0.mul|dynidx.mul.q]] will need to be restored. These three files should be treated as a unit, and always be backed up and restored together.
= Administrating UO:98 =
More administration tools are planned.
Currently the world is most easily modified with the "[[God Client]]" which you may be able to find out there somewhere on the web.
== Accounts ==
User accounts are stored in UO98/[[.rundir|rundir]]/UO98/accounts.xml
To modify a user account level, you can modify the ''accessflags'' element of their account. You should do this when the server is shut down, as this file is overwritten on saves.
Standard values for accessflags are:
* Player - No special Access
* Editor - [[God Client]] Features (i.e., GM). See also: [[IsEditing]]
* Admin - Editor, plus access to '']save'' and '']shutdown'' commands
== In Game Commands ==
=== GM"cheat" Commands ===
These commands are implemented in the gmcheat.uosl script.
; [spawn <templateid>
: Creates a templated entity. Templates are defined in UO98/[[.rundir|rundir]]/bank/[[Templatestable.dat|templatestable.dat.q]]
; [spawnitem <itemid>
: Creates an item of itemid at the targeted location. Scripts are only added if the numeric item script exists (like 244.uosl.m.q)
; [tele <X> <Y> [Z]
: Teleports your to the specified map location. Z is optional.
; [setskill <#> <val>
: Sets your skill of # to the specified value (integer 0-100)
; [setskill all <val>
: Sets all your skills to the specified value (integer 0-100)
; [listskills
: Lists all the numeric skill id's (for use in the setskill command)
; [addscript <name>
: Adds a names script to the targeted object. Scripts are not specified with file extensions. Example: [addscript heavy
; [where
: Prints our your location.
; [setname <new name>
: Sets the name (RealName) of the target
; [getserial
: Reports the global serial of the targeted object. See also: [[Objtoint]]
; [gethue
: Reports the hue of the targeted object
; [getheight
: Reports the height of the targeted object
; [getelevation
: Reports the Z location of the targeted object
=== SCommands ===
These commands are built into UODemoDLL and are not scripted (note the ])
; ]save
: Saves the world to dynamic0.mul
; ]coun [me|<serial> [type]]
: Makes the target (or yourself if "me") a counselor.
; ]ucoun [me|<serial>]
: Unmakes the target a counselor
; ]shutdown
: Shuts down the server, without save.
; ]test
: This simply verifies that the "SCommands" are working.
== Handy Templates ==
; 3501
: Loaded spellbook
; 3506
: Reagent bag
; 1504
: 100 gold
; 1900-1920
: House deeds
; 1800-1805
: Boat deeds
For more templates, look in UO98/[[.rundir|rundir]]/bank/[[Templatestable.dat|templatestable.dat.q]]
== Handy Scripts==
These are implementors for the god client Utility window commands, but may be used in the regular client by using [addscript ...
; gmcheat
: Give the targeted player access to [[#GM.22cheat.22_Commands|GM Commands]]
; commandDelete
: Delete targeted item
; commandZap
: Delete Targeted NPC (Don't Zap players!)
; commandInvulnerable
: Makes the targeted Mobile invulnerable. Inverse is commandVulnerable
; commandSlay
: Kills the targeted mobile
; commandResurrect
: Ressurrects the targeted mobile (player)
; commandFreeze
: Freezes the targeted Mobile. Inverse is commandUnFreeze
; commandSquelch
: Squelches the targeted Mobile. Inverse is commandUnSquelch
; Heavy
: Sets the weight of an item to 255, making it immovable.
The commands that are prefixed with ''command'' are custom and the equivalent of the Utility window commands in the [[God Client]]. A complete list is in the Wombat Scripts project, filtered under Staff Tools/Custom Admin/CommandImplementors
= How does it work =
UO:98 is an attempt to bring the [[Main_Page|UO Demo]] mainstream by patching the Demo into a fully functional and administrable server.
The majority of the necessary basework via [[UoDemo+]] has been available for some time. The [[UoDemoDLL]] project took [[UoDemo+]] well beyond the chains imposed by having to make direct hacks to the [[UODemo.EXE]], patches can now be applied or even un-applied during run-time; and new code can be added outside the executable and hooked to existing functions.
A new project called Sidekick was developed in Visual-C++ to be loaded by [[Main_Page|UoDemo]] using the [[Uodemo%2B#Publish_15|UODEMODLL]] env variable. This Dll loads both Batlin's [[UoDemoDLL]] (In addition to some great patches, the Wombat API for in-memory patching), and also loads a C# managed DLL called Sharpkick. Sidekick acts as a Marshall between the unmanaged Borland C [[UoDemoDLL]], and Sharpkick a Managed C#.Net DLL
Currently all packets can be intercepted and replaced or handled directly within C#. This gives the ability to handle the login sequence very elegantly within C#, and with access to all of the .Net framework for XML handling and file IO for account name translation to account numbers, which are accepted for login by [[UoDemo+]].
= Development =
[[File:Checkout.JPG|200px|thumb|right|Checkout UO:98 to the same folder that you installed the application to.]]
[[File:Confirm.JPG|200px|thumb|right|Confirm that you really want to checkout to an existing folder.]]
[[File:UO98folder.JPG|200px|thumb|right|UO98 folder should look like this.]]
UO:98 development requires at a minimum Visual Studio 2010 with C# and C++, and the .Net 4.0 Framework. See the [[#UODemoDLL | UODemoDLL]] section for additional optional requirements.
The UO:98 project is Copyright © 2011 JoinUO, and is Licensed under the [http://www.opensource.org/licenses/OSL-3.0 Open Software License version 3.0]
== Getting the Source ==
The UO:98 source code is available on our [http://svn.uo98.org/svn/public/ public SVN].
You can checkout the public source directly to the folder which you installed UO:98 to. The SVN is not comprehensive, you need to install UO:98 using the [[#installer | Installer]] first.
The UO:98 SVN URL is: http://svn.uo98.org/svn/public/UO98
If not familiar with Subversion (SVN), in windows [http://tortoisesvn.net TortoiseSVN] (as in the example on the right) is a easy to use tool for working with svn repositories. You can get the latest version here: http://tortoisesvn.net/downloads.html
To use TortoiseSVN to check out the solution:
* Install Tortoise SVN, and reboot your PC.
* Open Windows Explorer to the parent folder to which you installed UO98 (C:\ if you installed in c:\UO98)
* Right click in an empty area of the folder choose "SVN Checkout..."
* URL of repository: http://svn.uo98.org/svn/public/UO98
* Checkout Directory: C:\UO98 (if that's where UO 98 is installed)
* Click OK.
* You will get a warning about checking out to an existing directory, click OK.
** If you're not comfortable with SVN checkouts, you might want to make a backup copy of your UO98 folder before checking out. (this is probably good advice even if you are comfortable with SubVersion)
* The files will be fetched to the UO98 folder. You will see a new folder in UO98 called DEV, and some of the existing folders and files will now have green checkmarks on them. This indicates their contents match the SVN versions.
If you make changes to files they will appear with a red X on them. This lets you know they were modified from the originals.
Any files and folders with a blue ? on them are items that are not present in the repository. The rundir has this mark, as it is not included in the distribution.
== The Solution File ==
[[File:Uo98solution.JPG|150px|thumb]]
The UO:98 solution file, located un UO98\Dev\UO98.sln is made up of 5 projects. Only three of these projects are actually .Net projects, Scripts and UODemoDLL are in this solution for editing only.
Sharpkick is the primary project in the UO:98 solution. The Sidekick and UODemoDLL projects are used to transition from managed to unmanaged code, and interface with the running UODemo+.exe.
Sharpkick_Offline_Tests is a standard [http://en.wikipedia.org/wiki/Unit_testing Unit Test] project that uses the built in [http://msdn.microsoft.com/en-us/library/ms243147(v=vs.80).aspx Microsoft Testing Framework]. It's intended to test Everything within the Sharpkick project by using a [http://en.wikipedia.org/wiki/Mock_object mock] of the Server Core. Coverage is currently substancially less than "everything".
There is an additional test framework that is built into Sidekick and UODemoDLL for running tests against the running UODemo. These tests can be executed by running UO98_TestMode.cmd. This will compile UODemoDLL, launch UODemo+, and execute the tests in UO98\Dev\UODemoDLL\src\Tests.c . Please see the [[#UODemoDLL | UODemoDLL section]] of this guide regarding the requirements for compiling [[UODemoDLL]].
== UODemoDLL ==
To develop or compile the UODemoDLL you will need Borland C++ Compiler 5.5 and Turbo Assembler 5.0 (TASM). The build commands are configured so that these applications are expected to be installed in c:\borland\BCC55 and c:\borland\TASM
If your borland install folders differ from this, you may need to modify BCCPATH and TASMPATH in UO98/Dev/BUILDDLL.dll
There is a UODemoDLL project in the VS10 solution, this is for editing only. This is not VC++ code, and VS2010 cannot compile it.
To start UO98 with a recompile of the UoDemoDLL, run UO98.cmd in the UO98 folder. Running StartUO98.cmd will start UO:98 without compiling the UODemoDLL.
== Community ==
In addition to this [[Main_Page|UODemo wiki]], The [http://forums.uo98.org/viewforum.php?f=32 UO Demo forum] on JoinUO has a lot of information on the UODemo internals.
We are anxious to meet other developers interested in the project. If you are excited about this project, please drop into the [http://forums.uo98.org/viewforum.php?f=34 UO:98 forum] and [http://forums.uo98.org/viewforum.php?f=32 UODemo forum] and say hello.
= Credits =
UO:98 is an joint effort of the JoinUO team. It was primarily developed by Batlin and Derrick and is based on the UODemoDLL project. Thanks much as well to Garrett, Rougan, and Kaivan for their efforts on the UODemo, God Client, and this project.
eeb3fb25da8034407d45a87905b4e2e289c084d6
Mass M Decompiler
0
17
489
281
2016-07-21T18:49:25Z
Derrick
2
Update URL's to point to UO98.org
wikitext
text/x-wiki
Presenting you the Mass M Decompiler with VB.NET source code...
This utility is able to create 2 sorts of output. UO-C is the output closest to the M script files. Real-C was invented to make analysis easier because the output has been made compatible with the C language so cross-referencing variables and function names works without problems.
How it works? Very easy, extract all files from the DAT file with ''Ultima Online uodemo.dat extractor 0.1b'' [http://aluigi.altervista.org/search.php?src=ultima+online] and point the utility to the extracted scripts subdirectory. Then press the ''Mass Decompile'' button and when the decompilation is finished press the ''Dump All'' button, this will create a ''scripts.c'' directory.
If you need assistance with using the Mass M Decompiler please search or post your question at JoinUO : [http://forums.uo98.org/viewforum.php?f=32 UO Demo Forum]
'''Current:'''<br>
[http://download.uo98.org/Mass%20M%20Decompiler/Mass%20M%20Decompiler%20(Publish%203).zip Download Mass M Decompiler (Publish 3)].<br>
NOTE: This version uses the UO Demo SDK and also fixed a bug related with the decompilation of the targetloc event, this bug was reported by Garret of [http://www.ruosi.org ruosi.org].
'''Archived:'''<br>
[http://download.uo98.org/Mass%20M%20Decompiler/Mass%20M%20Decompiler%20(Publish%202).zip Download Mass M Decompiler (Publish 2)].<br>
NOTE: Publish 2 fixes the include statement to make it compatible with the actual script contents
[http://download.uo98.org/Mass%20M%20Decompiler/Mass%20M%20Decompiler%20(Publish%201).zip Download Mass M Decompiler (Publish 1)].
Technical information about the M files can be found [[scripts|here]].
d5baf8aa2237f99756a0d212c1a463c3f79888cf
UOSL Language Package
0
89
491
419
2016-07-21T18:53:42Z
Derrick
2
Update URL's to point to UO98.org
wikitext
text/x-wiki
== UOSL Language Package for Visual Studio 2010 v2.0 ==
=== Features ===
[[File:uoslQuickInfo.png|400px|thumb|right|Intelisense: QuickInfo, Parameter info, highlighting]][[File:uoslAutoComplete.png|400px|thumb|right|Intelisense: Statement Completion ]]
* Active UOSL source parsing displays syntax and grammar errors as you work.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Intellisense QuickInfo, Statement Completion and Parameter info:
** Keywords, local and inherited variables and functions
** Full library of core functions
** Trigger definitions
* Automatic line indenting.
* Navigate to inherited files with a triple click on the inherits line.
* Visual brace matching
* Visual highlighting of selected identifiers within scope.
* Text colorization for keywords and constants.
=== Requirements ===
* Visual Studio 2010.
** Express editions cannot be supported currently.
* .Net 3.5 and .Net 4.0
* A decent workstation:
** This extension does real-time parsing of UOSL source files.
=== Install Instructions ===
* Download:
** Binary: [http://download.uo98.org/Apps/UOSLpkg.vsix HTTP]
** Source:
*** SVN Checkout: [http://svn.uo98.org/svn/public/UODemo/UnOfficial%20Script%20Language UnOfficial Script Language] And [http://svn.uo98.org/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Uninstall First:
** If you installed an earlier release of the UOSL Extensions using a Setup.exe program, uninstall this software via Add/Remove programs.
** If you installed an earlier version using a vsix package, uninstall the existing version From the Tools\Extension Manager menu in VS2010
* Double click UOSLpkg.vsix to install this extension to Visual Studio.
* Restart Visual Studio
== Version History ==
=== Version 2.0.0.0: Release Date 5/23/2011 ===
Known issues:
* On an reported error parsing an inherits file, each reporting file may need to be closed and reopened, or edited to clear the error condition after the error in the offending file is corrected.
* The code context menu items "Go To Reference", "Go To Declaration" and "Go To Definition" do not do anything.
* Friendly names for core function parameters are not yet available
* In order for parameter help to pop up in an existing function invocation after typing (, put a space after the ( before you type it. This is not an issue for commas.
* Quick Info does not handle the scope of the objects under the cursor, for example when hovering over "callback" you will see the definition or both the core function and the trigger declaration
=== Version 1.0.0.0: Release date 4/10/2011 ===
Known issues:
*Do not use.
== Project Credits: ==
;[mailto:batlin@uo98.org Batlin]
:Project Founder; UOSL Language specification; Divination; Demo SDK; and many other even more important things too numerous and mysterious to list.
;[mailto:derrick@alienseed.com Derrick]
:UOSL Parser and VS2010 language extension.
e5e81f5025b2559bd2cceb32abbefcb33ae0068f
UOSL Parser
0
92
492
434
2016-07-21T18:55:02Z
Derrick
2
Update URL's to point to UO98.org
wikitext
text/x-wiki
== UOSL Parser ==
=== Features ===
* Parses and normalizes UOSL script.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Command line tool.
* DLL public interfaces for integration into your application.
=== Requirements ===
* Microsoft Windows + .Net 4.0
=== Install Instructions ===
* Download:
** Binary Distibution: [ftp://download.uo98.org/Apps/UOSL.zip FTP] | [http://download.uo98.org/Apps/UOSL.zip HTTP]
** Source: (latest version requires .net 4.0)
*** SVN Checkout: [http://svn.uo98.org/svn/public/UODemo/UnOfficial%20Script%20Language UnOfficial Script Language] And [http://svn.uo98.org/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Unzip if using Binary Distibution. Executable is UOSL.exe
0b9695a708407d32649fd45c109d19f599e75859
493
492
2016-07-21T18:55:21Z
Derrick
2
wikitext
text/x-wiki
== UOSL Parser ==
=== Features ===
* Parses and normalizes UOSL script.
* Supports multiple language extensions (UOSL Extended, Enhanced and Native)
* Command line tool.
* DLL public interfaces for integration into your application.
=== Requirements ===
* Microsoft Windows + .Net 4.0
=== Install Instructions ===
* Download:
** Binary Distibution: [http://download.uo98.org/Apps/UOSL.zip HTTP]
** Source: (latest version requires .net 4.0)
*** SVN Checkout: [http://svn.uo98.org/svn/public/UODemo/UnOfficial%20Script%20Language UnOfficial Script Language] And [http://svn.uo98.org/svn/public/UODemo/UO%20Demo%20Class%20Library UO Demo Class Library]
* Unzip if using Binary Distibution. Executable is UOSL.exe
e64a4aac4484d7da5317bbaf1885695845987a3e
Uodemo+
0
15
495
406
2016-07-21T18:56:59Z
Derrick
2
Update URL's to point to UO98.org
wikitext
text/x-wiki
A list of supported environment variables:<br>
Publish 15+: UODEMODLL=<filename (DLL file)><br>
Publish 14+: USEACCOUNTNAME=YES/NO<br>
Publish 14+: MANUALLOGON=YES/NO<br>
Publish 13+: IGNOREDYNIDX0=YES/NO<br>
Publish 12+: REGKEYNAME=<registry key name><br>
Publish 12+: LOCALCOUNSELOR=1/2/3/Seer/Counselor/Senior Counselor<br>
Publish 11: REALDAMAGE=YES/NO<br>
Publish 8+: SAVEDYNAMIC0=YES/NO<br>
Publish 6+: LOGFILE=<filename> (Razor format)<br>
Publish 4+: RUNDIR=<directory><br>
Publish 3+: DATFILE=<filename><br>
By default: [[SERVERNAME]]=<directory><br>
== Publish 15 ==
The fifteenth publish of the uodemo+ adds an option (UODEMODLL) allowing you to code your own DLL which will be added to the demo's address space. Considering the technical know-how required to produce a usefull DLL you can redirect your questions to the official UoDemo's forum : [http://forums.uo98.org/viewforum.php?f=32 UO Demo Forum]. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2015).rar Download UoDemo+ (Publish 15)]<br>
== Publish 14 ==
The fourteenth publish of the uodemo+ adds an option (USEACCOUNTNAME) to process the Account Name as if it were an AccountID! ''AccountID = atoi(AccountName)''. You can now also disable the automatic logon process by setting MANUALLOGON to YES. A possibility to redirect scripts has been introduced. The formula is "SET <scriptname>.m=<newscriptname>.m". The new Ultima Online Demo script still requires the .q extension at the end of its file name. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2014).rar Download UoDemo+ (Publish 14)]<br>
== Publish 13 ==
The thirteenth publish of the uodemo+ introduces the IGNOREDYNIDX0 environment variable, if set to YES then the file "dynidx0.mul.q" is ignored when parsing the "dynamic0.mul.q" file. Loading will take longer but you can now edit the DYNAMIC0 file without having to worry about corrupt indexes. If SAVEDYNAMIC0 is used (see Publish 11) then the DYNIDX0 file will still be saved! [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2013).rar Download UoDemo+ (Publish 13)]<br>
== Publish 12 ==
The twelfth publish of the uodemo+ reinstates counselor support. Unreferenced code that activates counselor support was discovered and has been re-enabled. To become a counselor set LOCALCOUNSELOR to a number 1, 2 or 3, or a string indicating the counselor type you want to be: Seer/Counselor/Senior Counselor. Also, a bug preventing the demo server from loading when Kingdom Reborn (or 3D client) was installed has been fixed, along with a complete redesign of how the demo locates the client data files. You can now use REGKEYNAME to override the registry subkey, default is "1.0". The REALDAMAGE option has been removed. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2012).rar Download UoDemo+ (Publish 12)]<br>
== Publish 11 ==
The eleventh publish of the demo allows you to disable the server function by setting the port in [[server.txt]] to 0. Also a Sleep Patch was introduced. It was also discovered that the demo divides all damage done by two. Starting from this publish you can set REALDAMAGE to YES to disable this division. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2011).rar Download UoDemo+ (Publish 11)]<br>
EDIT: Turns out that that divide by two was intended [http://update.uo.com/oldupdates/12-9-97.shtml]. Therefor the REALDAMAGE option will be removed in the next publish!
== Publish 10 ==
Publish ten introduced PvP possibilities. The original demo contained more than enough functions and support for multiple connections. Those functions were only taken binary space in the executable, publish 10 gave those functions their full glory again. If the server function cannot start the demo will exit, this was fixed in Publish 11. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%2010).rar Download UoDemo+ (Publish 10)]
== Publish 9 ==
Starting with publish nine you can run the normal Ultima Online Client and the Ultima Online Gold Demo concurrently, this was done by renaming the Window Title and the File Mapping object. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%209).rar Download UoDemo+ (Publish 9)]
== Publish 8 ==
The eight publish re-enabled the saving of the dynamic0.mul file! The uodemo contains code to write back this file but the call to the function was left out when Origin Systems, Inc. made their final compile of the demo. Starting with this publish you can set an environment setting SAVEDYNAMIC0 to YES to enable a call to this function on exit. Be careful, the uodemo is even capable of modifying the DAT file without requiring extra patches. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%208).rar Download UoDemo+ (Publish 8)]
== Publish 7 ==
The seventh publish added a patch to re-enable debug logging. The Ultima Online Gold demo contains many debug strings but the actual debug output function was not compiled in. To view this output you must use a utility like DebugView/DbgView. Leave the uodemo running for a few hours and enjoy the show. Also this patch corrects a bug found in the packet logger added in publish 6. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%207).rar Download UoDemo+ (Publish 7)]
== Publish 6 ==
Starting with publish six you can use a environment setting LOGFILE to enable logging of the packets that are send between the uodemo client and uodemo server. The log file created follows the same structure as the popular UO Razor macroing utility. Warning, this version contains a bug and to avoid corrupt log files you must use publish 7. The log files proove that the server code is very authentic. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%206).rar Download UoDemo+ (Publish 6)]
== Publish 5 ==
Publish five was a small release to accommodate for easier debugging of the ExtractScriptBytes function (or whatever you want to name the function at address 0x4283E4). The function extracts obfuscated tokens (or strings, quoted strings or constants) from the M script files. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%205).rar Download UoDemo+ (Publish 5)]
== Publish 4 ==
With publish 4 an environment setting "RUNDIR" was added to override the default ".rundir" directory name. This way you can make different versions of the .rundir files. Starting with publish 4 the version identifier was modified to include uodemo+ and its publish number. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%204).rar Download UoDemo+ (Publish 4)]
== Publish 3 ==
Publish three added an environment setting DATFILE, which you can use to override to default "uodemo+.dat" file. This way, you can place "uodemo+.dat" and force usage of the ".rundir" by setting DATFILE to a file that does not exist. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%203).rar Download UoDemo+ (Publish 3)]
== Publish 2 ==
It was discovered that the uodemo contained code to load files directly from disk (without using uodemo.dat). The second publish of uodemo+ re-enabled this by analyzing and patching in the missing code. With success. Starting from publish 2 you can delete (or rename) the uodemo+.dat. You must extract all the files from the DAT archive to a "..\.rundir" directory and ensure each file has a ".Q" extension. ''Download not available!''
== Publish 1 ==
The first publish of uodemo+.exe renamed the uodemo.dat to uodemo+.dat. This was done to allow working on a patched DAT archive while not touching the original one. [http://download.joinuo.com/UoDemoPlus/UoDemoPlus%20(Publish%201).rar Download UoDemo+ (Publish 1)]
acde1e4aeec2ef0ef61b74c2bbfd8214cc73f9db
Secrets
0
16
496
341
2016-07-21T18:57:33Z
Derrick
2
Update URL's to point to UO98.org
wikitext
text/x-wiki
The Ultima Online Demo contains some features that people didn't know about till now!
'''Did you know you can tell the wisp to go away?'''<br>
Say "dismiss" and the wisp will leave you alone and will start a life of its own.<br>
'''login.txt'''<br>
The demo supports a file named login.txt, you have to place it in the root of the [[.rundir]] directory. The contents of that file will appear in your journal as soon as you log on to the demo server. Note: not all characters may appear but this seems to be limitation of the client and not the server, the packet contains the complete file.<br>
'''The account numbers found in [[dynamic0.mul]] are IP addresses (of OSI programmers back then?)'''<br>
Analysis of the account numbers has revealed that there's a direct match between them and IP addresses. These IP addresses are now owned by EA and were most probably owned by OSI in 1998 (?). The Avatar, the hero of the demo, has has a fixed account number 2130706433 which equals the IP address 127.0.0.1 aka localhost. [http://forums.uo98.org/viewtopic.php?f=32&t=522 forum topic]
'''The poisoning script contains a serious bug.'''<br>
It took OSI until october to fix this bug: [http://update.uo.com/oldupdates/10-1-98.shtml 10/1/98 OSI Patch Notes]<br>
(with thanks to Dies Irae)<br>
dab729c82f680ca170d56005b7399a93aeafe07f
Guardian Tales Gems Working Cheats (refreshed version)
0
154
498
2024-06-21T15:06:23Z
Creigor
7
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e9aa091a41cdd8a38402ac5fc8de1918025ff849
BrownDust2 Crystals Gems Cheats 2024 (re-designed)
0
155
499
2024-06-21T15:11:32Z
Creigor
7
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e763b63871589f8c62ba415df539e4a7e9866364
Working Orna: A fantasy RPG Cheats Online Currency Generator (No Survey)
0
156
500
2024-06-21T15:12:31Z
Creigor
7
Created page with "🎮 Get ahead in the fantasy world of Orna with our amazing cheats and hacks! 🧙♂️✨ Tired of grinding for hours to level up? Want to unlock all the rare items wit..."
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4c2cb2a5113b1f7ae2d69b3a30615d091ec26a0d
"New Cheats" Seven Knights 2 Ore Crystals Cheats Free 2024
0
157
501
2024-06-21T15:13:02Z
Creigor
7
Created page with "🔥 Get an Edge in Seven Knights 2 with Our Cheats and Hacks! 🔥 Tired of grinding for hours to get those precious Ore Crystals in Seven Knights 2? We've got you covered!..."
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30cd9a143995d20588095d3c1d36cc8af1addd03
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0
158
502
2024-06-21T15:13:42Z
Creigor
7
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159
503
2024-06-21T15:14:22Z
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7
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08414d89ca0a35df6b460f06fef9c68cd6787cbb
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160
504
2024-06-21T15:14:52Z
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161
505
2024-06-21T15:15:22Z
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567e2eca466c3eeb3048fe8ac87f3b00cef3fbf4
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0
162
506
2024-06-21T15:15:53Z
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7
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163
507
2024-06-21T15:16:18Z
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7
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aa2faab18d80c31eb1d4bdb2245952a8db4428d7
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164
508
2024-06-21T15:18:51Z
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7
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281e5964de1b24231c81b2ad6dbd1ac1aae0ba66
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0
165
509
2024-06-21T15:19:18Z
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7
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e9c66ba66d4783cd4de4a18bb187619fd9c9f159
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0
166
510
2024-06-21T15:19:43Z
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7
Created page with "🚀 Get ahead in OUTERPLANE with our amazing cheats and hacks! 🔥 Are you tired of grinding for hours just to level up in OUTERPLANE? Say goodbye to the struggle and hello..."
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8cda71e8750a438bc385b8a34695d3602cc3b776
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0
167
511
2024-06-21T15:21:01Z
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7
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0
168
512
2024-06-21T15:21:31Z
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7
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e599b70c4eaaede6cb310d2bbb5510907d113733
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0
169
513
2024-06-21T15:21:58Z
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7
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0
170
514
2024-06-21T15:22:26Z
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7
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0
171
515
2024-06-21T15:23:05Z
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7
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172
516
2024-06-21T15:23:36Z
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7
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0
173
517
2024-06-21T15:24:07Z
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7
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0
174
518
2024-06-21T15:24:34Z
Creigor
7
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0
175
519
2024-06-21T15:26:04Z
Creigor
7
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40ac3000fb471e045fc40cf534b7594c6bb4601e
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0
176
520
2024-06-21T15:26:29Z
Creigor
7
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0
177
521
2024-06-21T15:27:13Z
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7
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e9a78d16d714309e948d9b61e249765bbf35aef7
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0
178
522
2024-06-21T15:27:38Z
Creigor
7
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7f65ac2d428f1ce036a5f843c612f937392c9bae
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0
179
523
2024-06-21T15:28:03Z
Creigor
7
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0
180
524
2024-06-21T15:28:45Z
Creigor
7
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0
181
525
2024-06-21T15:29:12Z
Creigor
7
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0
182
526
2024-06-21T15:29:41Z
Creigor
7
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ef6b5875de50987f7564c5e9fac211685ef8a922
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0
183
527
2024-06-21T15:30:08Z
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7
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0
184
528
2024-06-21T15:30:35Z
Creigor
7
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0
185
529
2024-06-21T15:31:06Z
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7
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186
530
2024-06-21T15:31:33Z
Creigor
7
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49bfdd4f36b144f004b8dd41b632b26180b57cb8
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0
187
531
2024-06-21T15:31:59Z
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7
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cd9d17694beccd22275ca28742d978977efa4e97
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0
188
532
2024-06-21T15:32:24Z
Creigor
7
Created page with "🎮 Get ahead in the game with Life Simulator Cheats! 💰💪 Looking for a way to level up your Life Simulator game? We've got you covered! Introducing Life Simulator Chea..."
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e6c794e6f199c3eeb9531a51f98cba3d314df729
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0
189
533
2024-06-21T15:32:51Z
Creigor
7
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d2518b82a252a3f4d21adb0902fce6e0f8c2bcda
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0
190
534
2024-06-21T15:33:16Z
Creigor
7
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ffdfffd1766916f99e3c47326eac27c37e152f88
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191
535
2024-06-21T15:33:45Z
Creigor
7
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397edf0852707aa6ef08dbfcbe4cd2bc207ed594
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0
192
536
2024-06-21T15:34:09Z
Creigor
7
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ad5fdce6b899e44cd487a38c6fe4916c8e583870
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0
193
537
2024-06-21T15:35:08Z
Creigor
7
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1a3e8d084df883b823c0ec8dcacbc61e81227cdf
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0
194
538
2024-06-21T15:35:42Z
Creigor
7
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0
195
539
2024-06-21T15:36:12Z
Creigor
7
Created page with "🔫🌊 The Division Resurgence Sea Cheats: Unlock Your Full Potential! 🔥💰 Looking to dominate The Division Resurgence Sea? We've got you covered! Introducing The Divi..."
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56df9932d3b6b8e3425023f633451614e1ce3451
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0
196
540
2024-06-21T15:36:47Z
Creigor
7
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08e2b6d19386016a1190e06ad271e600d966e949
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0
197
541
2024-06-21T15:37:13Z
Creigor
7
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2898e6d3bb814d9f72743cd62c437aebb6050b01
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0
198
542
2024-06-21T15:37:41Z
Creigor
7
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adbd73d74f355d404e9ace70518052d8bf0e13fa
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0
199
543
2024-06-21T15:38:09Z
Creigor
7
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0
200
544
2024-06-21T15:38:34Z
Creigor
7
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0
201
545
2024-06-21T15:38:59Z
Creigor
7
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9bc0d4a6721924410dae582feb437505057bfc5c
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0
202
546
2024-06-21T15:39:23Z
Creigor
7
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0
203
547
2024-06-21T15:40:23Z
Creigor
7
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0
204
548
2024-06-21T15:40:53Z
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7
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205
549
2024-06-21T15:41:21Z
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206
550
2024-06-21T15:41:44Z
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207
551
2024-06-21T15:42:40Z
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208
552
2024-06-21T15:43:05Z
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209
553
2024-06-21T15:43:30Z
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210
554
2024-06-21T15:43:55Z
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09eb22aa6e0ea4b714c2edf4e7278859d18df844
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0
211
555
2024-06-21T15:44:18Z
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212
556
2024-06-21T15:44:52Z
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213
557
2024-06-21T15:45:18Z
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7
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214
558
2024-06-21T15:45:43Z
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215
559
2024-06-21T15:46:08Z
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7
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216
560
2024-06-21T15:46:36Z
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7
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0
217
561
2024-06-21T15:46:59Z
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7
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218
562
2024-06-21T15:47:27Z
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7
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219
563
2024-06-21T15:47:56Z
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32334bec3813c004dd5691cbd7ae2d07ae5bc330
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0
220
564
2024-06-21T15:48:31Z
Creigor
7
Created page with "🎮 Get ahead in RuneScape Fantasy MMORPG with our awesome cheats and hacks! 💥💰 Tired of grinding for hours to earn currency? Our RuneScape Fantasy MMORPG Currency Gen..."
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0945d44472472f863c7186095febd7db7b9cf891
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0
221
565
2024-06-21T15:49:00Z
Creigor
7
Created page with "🎮 Get ahead in Old School RuneScape with our Cheats and Gold Pieces Generator! 🏆 Tired of grinding for hours just to earn a few Gold Pieces in Old School RuneScape? We'..."
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111f3b3bfdbed8308159c55d85529b25e27821f7
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0
222
566
2024-06-21T15:49:27Z
Creigor
7
Created page with "🎮 Coin Mania Ninja Dozer Cheats 🎮 Tired of grinding for coins and gems in Coin Mania Ninja Dozer? We've got you covered! Introducing the ultimate Coin Mania Ninja Dozer..."
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b03a6ae76283e9c6e26f665e68794c02c9423f23
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0
223
567
2024-06-21T15:49:53Z
Creigor
7
Created page with "🎱 Pool Blitz Cheats and Hacks: Unleash Your Pool Skills! 🎱 Looking to dominate the pool table? Look no further! Introducing Pool Blitz Cheats, Pool Blitz Gems Generator..."
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a2359ade7c51265e0794a5cee79cbf1c2197a4f3
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0
224
568
2024-06-21T15:50:25Z
Creigor
7
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1d586ce19510b77aa11eb4d870992cca2371fe3a
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0
225
569
2024-06-21T15:50:59Z
Creigor
7
Created page with "🥊🔥 Unleash Your Inner Weekend Warrior with Weekend Warriors MMA Cheats! 🔥🥊 Tired of grinding for hours just to earn a few measly coins in Weekend Warriors MMA? Sa..."
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b5f703224937f16067f400b3733e313d7fc4de30
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0
226
570
2024-06-21T15:51:27Z
Creigor
7
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1e07e046fecb93eca0b95d4c3a0c8b72ab5afdd0
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0
227
571
2024-06-21T15:51:49Z
Creigor
7
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0894f0a57941344c69b740ab4b205db3b0f1303e
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0
228
572
2024-06-21T15:52:17Z
Creigor
7
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f735b872beb82fc085db31ba2fb3a5402765557b
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0
229
573
2024-06-21T15:52:45Z
Creigor
7
Created page with "🔥 Get ahead in Bag Fight with our ultimate cheats and hacks! 💪 Looking for Bag Fight cheats, gems generators, and hacks that actually work? Look no further! Introducing..."
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a96d3febba8ddb83e2308dd155ca1ac7e7c9e3f1
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0
230
574
2024-06-21T15:53:09Z
Creigor
7
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ec39c24644c6c4aa0c11775d8e605520c97201f8
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0
231
575
2024-06-21T15:53:40Z
Creigor
7
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570d82538c9c7484b5ab3983c83e6385b3b62bb0
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0
232
576
2024-06-21T15:54:27Z
Creigor
7
Created page with "🎮 Looking for an edge in CounterSide? We've got you covered! Introducing CounterSide Cheats, the ultimate tool to level up your gameplay. 💪 ⚡ Generate unlimited Quart..."
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f3efdd6a98e08d35bcf9f05fe0d1c3ace2fb01ab
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0
233
577
2024-06-21T15:54:52Z
Creigor
7
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acb1eed5351f91db77a226a8c3284ee79e0e5c0a
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0
234
578
2024-06-21T15:55:24Z
Creigor
7
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6b0678b93345be0b9e3a6453f8fccdc3f8aa4716
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0
235
579
2024-06-21T15:55:52Z
Creigor
7
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53507c20c648f34f174d34c0cfd8ff4ef8f46fdc
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0
236
580
2024-06-21T15:56:15Z
Creigor
7
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e5531e4f7053d6b59191c52315e43f1bc31c6de0
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237
581
2024-06-21T15:57:02Z
Creigor
7
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6f697ae673de8bee74340cd03394833bb67782c9
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0
238
582
2024-06-21T15:57:26Z
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7
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1b3ccc272b685552b09d0f7cabe02ade20376818
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0
239
583
2024-06-21T15:57:51Z
Creigor
7
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0
240
584
2024-06-21T16:01:18Z
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7
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43f2f0a9b05d6f0782184332d088757dead4f4c0
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0
241
585
2024-06-21T16:02:08Z
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7
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49b53a1b812c436a4c23d33ac8c76b6ca325e0ae
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0
242
586
2024-06-21T16:02:36Z
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7
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53afdf1f2304da6c52492cca7f7a7b1fa08184b9
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243
587
2024-06-21T16:02:59Z
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7
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f8bc314ac224bb69c408c99f375a7369e2631253
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0
244
588
2024-06-21T16:03:22Z
Creigor
7
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0
245
589
2024-06-21T16:03:44Z
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7
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246
590
2024-06-21T16:04:09Z
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7
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0
247
591
2024-06-21T16:04:33Z
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7
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0
248
592
2024-06-21T16:04:59Z
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7
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249
593
2024-06-21T16:05:24Z
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7
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250
594
2024-06-21T16:05:54Z
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7
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251
595
2024-06-21T16:06:24Z
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7
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252
596
2024-06-21T16:06:50Z
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7
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253
597
2024-06-21T16:07:14Z
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254
598
2024-06-21T16:07:37Z
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386e0e31895f731d2fd9508596870b034ee723a5
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255
599
2024-06-21T16:08:04Z
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ecfabb4d83f11d18bb006f748a0cbeb73db87d98
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600
2024-06-21T16:08:29Z
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2024-06-21T16:10:15Z
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2024-06-21T16:10:24Z
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603
2024-06-21T16:10:31Z
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260
604
2024-06-21T16:10:38Z
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41b74c827227b2b84c438d156fd3c5ca600a75a7
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261
605
2024-06-27T13:22:58Z
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5d3cc4df7512a08ed8ae97d8db7246c99e433d69
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262
606
2024-06-27T13:24:48Z
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263
607
2024-06-27T13:25:23Z
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256992748688ca85828ea3a5229a06b5e2d5b6aa
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264
608
2024-06-27T13:25:42Z
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2ef9435532a294482e7ddec6fb8481f8f753dc16
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265
609
2024-06-27T13:26:00Z
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266
610
2024-06-27T13:26:53Z
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0
267
611
2024-06-27T13:27:23Z
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268
612
2024-06-27T13:27:38Z
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0
269
613
2024-06-27T13:28:16Z
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0
270
614
2024-06-27T13:28:31Z
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271
615
2024-06-27T13:28:46Z
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0
272
616
2024-06-27T13:29:09Z
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592502fe83afc006c213167a7cecb7601f89d418
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273
617
2024-06-27T13:29:28Z
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274
618
2024-06-27T13:29:43Z
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49a840ca5bc22a343b9a82fc52295e6847eabba4
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0
275
619
2024-06-27T13:29:57Z
Creigor
7
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1e2665e1dbd9c1766b076ca4b05ea7eeec2df853
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0
276
620
2024-06-27T13:30:44Z
Creigor
7
Created page with "🏝️ Dive into Survival with Ease! 🏝️ Hey Survivors! 🌊 Ready to conquer the wild in Ocean Is Home: Survival Island? We've got your back with the best cheats and ha..."
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f983f86836c0eafc73702ee3adebc380598368d9
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0
277
621
2024-06-27T13:30:58Z
Creigor
7
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a4148cbbe4392f6d1e8ade2b85a7cc84696bbc70
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0
278
622
2024-06-27T13:31:31Z
Creigor
7
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2c0d6845fe74f35345c44160205464a57a4732c3
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0
279
623
2024-06-27T13:31:46Z
Creigor
7
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21c796d2a7ef88231ea3697233b78812404bc2c3
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0
280
624
2024-06-27T13:32:01Z
Creigor
7
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8624f1c66c11627a0ea9b97fc43a688738820161
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0
281
625
2024-06-27T13:32:34Z
Creigor
7
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88d2c8d2479df1bd4adc3ef699761d2db5ffbb82
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0
282
626
2024-06-27T13:32:57Z
Creigor
7
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026981f35c2a5cc187b1e3924380a85c9163c435
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0
283
627
2024-06-27T13:33:11Z
Creigor
7
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7d89083d5ff19bc11509948d1de9681389dd96da
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0
284
628
2024-06-27T13:33:28Z
Creigor
7
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abc48f2fe5f34a060c6f184c72bda780aede338e
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0
285
629
2024-06-27T13:33:47Z
Creigor
7
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8db1db4810fb2f730001f22578ab659fac385670
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0
286
630
2024-06-27T13:34:01Z
Creigor
7
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b28b19d84846a95e0fde6d326df6f1659cd65228
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0
287
631
2024-06-27T13:34:21Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
b94b629c71e2574b4dd7e0a44407f213f010c9fd
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0
288
632
2024-06-27T13:34:49Z
Creigor
7
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3d6e0fd95e0b453c4e1de31440bf9aa7a6cbb295
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0
289
633
2024-06-27T13:35:45Z
Creigor
7
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082fdff20b489b219d908cef31d80e87409504c6
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0
290
634
2024-06-27T13:36:06Z
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7
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aae32bc9adee4ddb4a0797fa4218cad88ed6b89a
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0
291
635
2024-06-27T13:36:22Z
Creigor
7
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969b4aa2415d7a5e5815bad3741dd5a42af21daa
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0
292
636
2024-06-27T13:36:37Z
Creigor
7
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5329f1cf6fa4277e1b1674f6505e673e47a12d0e
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0
293
637
2024-06-27T13:36:54Z
Creigor
7
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e9bab26b49beb96516699977a7268f121c372087
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0
294
638
2024-06-27T13:37:10Z
Creigor
7
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dc7e260d18d5b3fd0e2c5d62bb53915b52e89d21
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0
295
639
2024-06-27T13:37:25Z
Creigor
7
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fdfce2823bbeee266a837d3000d315a238194afd
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0
296
640
2024-06-27T13:37:40Z
Creigor
7
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0c355c5bd44758a616b9ace7d8a1bb4d955ec00c
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0
297
641
2024-06-27T13:37:55Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
5cb1f8c491d11854732b0fdc2596881ddc95ea79
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0
298
642
2024-06-27T13:38:10Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
48f30f7576291185525dfa645f6ac19b280b22c8
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0
299
643
2024-06-27T13:38:26Z
Creigor
7
Created page with "Unlock the Ultimate Pet World Experience! 🐾 Hey Pet World enthusiasts! 🌟 Ready to take your game to the next level? Introducing [Pet World Cheats, Pet World Currency Ge..."
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
0b4fa2eacda441192c2c29fb00a4d8fc7032060a
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0
300
644
2024-06-27T13:39:20Z
Creigor
7
Created page with "Unlock the Ultimate SkyRail Experience! 🚀 Hey, SkyRail enthusiasts! Ready to take your game to the next level? With SkyRail Cheats, SkyRail Currency Generator, SkyRail Che..."
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
21f4a5edd0636b0eb44e6001efa638596e8e2a1e
Vegas Crime Simulator Cheats Free Unlimited Currency Generator (new codes cheat)
0
301
645
2024-06-27T13:39:40Z
Creigor
7
Created page with "Ready to Rule the Streets of Vegas? 🕶️🔫 Unlock your full, fearless potential in the wild world of Vegas Crime Simulator! Whether you need more currency, unbeatable ch..."
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
0618452f26130bd301d25142a20ecbff9de45b12
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0
302
646
2024-06-27T13:39:55Z
Creigor
7
Created page with "Unleash the Power of Crypto Dragons with Our Ultimate Cheats and Hacks! 🔥 Ready to dominate the Crypto Dragons universe? Look no further! With [Crypto Dragons Cheats, Cryp..."
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
1c593db52f63b15ac99e041822796f15ab8d2aca
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0
303
647
2024-06-27T13:40:18Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
f8aa23a32e6850be2ec6c30e85bd649ed8877ceb
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0
304
648
2024-06-27T13:40:32Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
b40c02c6d7fdf639c1c9aedb2014b48eef1c5e02
Idle Dinosaur Park Tycoon Currency Cheats Generator IOS Android No Verification 2024 (NEW STRATEGY)
0
305
649
2024-06-27T13:40:47Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
27baa4a95805ba414fe97aadf0ec053f4f78e4ff
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0
306
650
2024-06-27T13:41:01Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
2b790a0161bd6b361b55aec544c9812a861a5105
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0
307
651
2024-06-27T13:41:16Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
0045623a067f5417be437970914479eb2380f9e6
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0
308
652
2024-06-27T13:41:42Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
95996ab1375a128f5efc3751d33d879f455c5a39
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0
309
653
2024-06-27T13:41:57Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
e92c82dcf9a348cdc4dd2bf9c0a44360cb79b81a
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0
310
654
2024-06-27T13:42:14Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
653524652ca2d7186bcc1fe0a657af1aa0555c4a
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0
311
655
2024-06-27T13:42:30Z
Creigor
7
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93913a84d10fa93ac7987b76b0e746bf84ca495d
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0
312
656
2024-06-27T13:42:44Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
80879f2e9e82b260ca9d7765fa6e9141c2134596
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0
313
657
2024-06-27T13:43:00Z
Creigor
7
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13c96ff43a9482ecaa49bddbc3a1de9c87ba7211
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0
314
658
2024-06-27T13:43:15Z
Creigor
7
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2fb9adcf56340ec20873888a7856282905c3c023
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0
315
659
2024-06-27T13:44:24Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
60c30647eacd2d8e2b17cc76affa35ef67300f91
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0
316
660
2024-06-27T13:44:45Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
8ce881d5397da1d2f2bdf3de9a51d1a307a9f890
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0
317
661
2024-06-27T13:45:01Z
Creigor
7
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18ceb2ddc4126d44b171b6c56aebe287227e110c
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0
318
662
2024-06-27T13:45:18Z
Creigor
7
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6bce0990a3c4952e2b594522baa0de1ebf8d7798
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0
319
663
2024-06-27T13:45:32Z
Creigor
7
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0eb5b5ea05d4d3281f74325d216c4381689c42ad
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0
320
664
2024-06-27T13:45:54Z
Creigor
7
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122aa446f54d12a468b13c58cf818cf933bd7b4f
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0
321
665
2024-06-27T13:46:22Z
Creigor
7
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125b17d313991b4abbf243f6353c07752075616e
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0
322
666
2024-06-27T13:46:38Z
Creigor
7
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b6f0b7c1311fe5d1ea4043dd45d96bcba649c517
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0
323
667
2024-06-27T13:47:30Z
Creigor
7
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63e4d45a4a1c2a42f2fe268db2915560506d3d18
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0
324
668
2024-06-27T13:47:46Z
Creigor
7
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64ab699c237188b3cdfa2e4462226c74664bf6cf
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0
325
669
2024-06-27T13:48:02Z
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7
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e9b485261f8dfde96c84aafdc3add58eda446d29
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0
326
670
2024-06-27T13:48:17Z
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d78a381680ece88c25c7a0dee9154895f1fa9e78
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0
327
671
2024-06-27T13:48:32Z
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ba90b0b03bc41645eafb7b62c18689203088be82
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0
328
672
2024-06-27T13:48:51Z
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7
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e6b32e1b3eeb746dfb9366edaa36042b7ae9ec8a
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0
329
673
2024-06-27T13:49:05Z
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2a82929eb2f32939ea9010a5aaca4f49e92f0781
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0
330
674
2024-06-27T13:49:20Z
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7
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0
331
675
2024-06-27T13:49:37Z
Creigor
7
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332
676
2024-06-27T13:49:59Z
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7
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5d0b2cfcf85bc0ee528e9f934a28a98d9bf965bb
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0
333
677
2024-06-27T13:50:56Z
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7
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33e40618937bd26ead4acfea0b22d0015124e9f8
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0
334
678
2024-06-27T13:51:32Z
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7
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1fe4973e81f79b82f6278e76cc5dd6d6b9724ae5
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0
335
679
2024-06-27T13:51:49Z
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7
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0
336
680
2024-06-27T13:52:07Z
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7
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36bef0fa4d09b0f4d1930ea2495f4522601eddd8
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0
337
681
2024-06-27T13:52:22Z
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7
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0da052ed96e995fd17792dd201d471e4f27e9544
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0
338
682
2024-06-27T13:52:36Z
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9922beb8c06a70c04de9ee994ab9a09743df0433
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0
339
683
2024-06-27T13:52:51Z
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7
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2501ca1e8c26bc79fef63cf3e5babd46ed92e030
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0
340
684
2024-06-27T13:53:06Z
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7
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0
341
685
2024-06-27T13:53:41Z
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7
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743cd48c9016ce3ab7ca3159aa2c9e43b415df20
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0
342
686
2024-06-27T13:53:56Z
Creigor
7
Created page with "Unlock the Secrets of The Wild Darkness! 🌟 The Wild Darkness Cheats, The Wild Darkness Currency Generator, The Wild Darkness Cheats 2024, The Wild Darkness Cheats No Human..."
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
ba76a6da2b48c6975174bbd06ad963334c4fe9fb
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0
343
687
2024-06-27T13:54:33Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
37dbbbb6d8efc37cd432440bde7ef93fa40079a8
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0
344
688
2024-06-27T13:54:50Z
Creigor
7
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d3c9b97b6fb914803535fcb0744ccc49d9e45811
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0
345
689
2024-06-27T13:55:05Z
Creigor
7
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c6d3136c06cbb4d723f04b86fcac8a5b4b7fbb4c
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0
346
690
2024-06-27T13:55:20Z
Creigor
7
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ffc4d88e59c123fe8152c9bc75051d1d985b684a
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0
347
691
2024-06-27T13:55:36Z
Creigor
7
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46e289e63dd4101f52979a43232982034f082833
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0
348
692
2024-06-27T13:55:51Z
Creigor
7
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c02f6886fad36567479a6ba24458358eae12564f
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0
349
693
2024-06-27T13:56:06Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
be781f1bfc73fd35ac54433ef530ddc387d5eff7
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0
350
694
2024-06-27T13:56:22Z
Creigor
7
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5d900e7f53306f3d475273b66efc952900e96f51
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0
351
695
2024-06-27T13:56:37Z
Creigor
7
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39bc238eb2da8c6ca3f35d1434e3fe5a2f6e072e
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0
352
696
2024-06-27T13:56:51Z
Creigor
7
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933c88909771c1f6865b610171a22a5012fa50d0
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0
353
697
2024-06-27T13:57:17Z
Creigor
7
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16c262879196c9314a8e5ed593a7837ee8f281ff
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0
354
698
2024-06-27T13:57:34Z
Creigor
7
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e2fee496366fa539c42339ce1f9551ad596cf34e
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0
355
699
2024-06-27T13:58:36Z
Creigor
7
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e27dfb1adbe0be537e591241010c88f419f23226
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0
356
700
2024-06-27T13:58:56Z
Creigor
7
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64ca4787fef5daeee5262d70d46ec51cab8f7b5e
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0
357
701
2024-06-27T13:59:18Z
Creigor
7
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f7ecb121ba91eee7228db7c5a1f165482f01adb9
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0
358
702
2024-06-27T13:59:35Z
Creigor
7
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968fb691b6853f14a31b4043e42c37edc2fe73af
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0
359
703
2024-06-27T13:59:50Z
Creigor
7
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35faec50fc753b0e72036df17ab0947a072aac5c
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0
360
704
2024-06-27T14:00:07Z
Creigor
7
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c7c3d4ff68a5a87e51433a45e9411c9e8fc72570
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0
361
705
2024-06-27T14:00:23Z
Creigor
7
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4a198eab238ebe5cf1810e3ebe9e04f0f0746323
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0
362
706
2024-06-27T14:00:39Z
Creigor
7
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3d657d00fb5629b5131719b7aaa83286d645f52d
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0
363
707
2024-06-27T14:00:54Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
45c070ab81c93448e7d78d2b87471831a1e21230
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0
364
708
2024-06-27T14:01:10Z
Creigor
7
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10cf8e15d71831b21bbe37b7aec02c50833c1a85
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0
365
709
2024-06-27T14:01:25Z
Creigor
7
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cf33e0d4089ab2bf83000bd9e8332255ca153b84
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0
366
710
2024-06-27T14:01:42Z
Creigor
7
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67b92d09faca052b1d62bb3ac61141d4a51e8b9a
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0
367
711
2024-06-27T14:02:01Z
Creigor
7
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900ec7a385a0fc59f6617bf0bf0bfef141a73074
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0
368
712
2024-06-27T14:02:17Z
Creigor
7
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0de9f5980f57274fff7d3d30c9bb3de54dff51ca
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0
369
713
2024-06-27T14:04:41Z
Creigor
7
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5d0d3470f7fcb4c90415d017b6b9a210055d5990
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0
370
714
2024-06-27T14:05:02Z
Creigor
7
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d1287da64ecb0879c56b3919f4914033e6fa3ab6
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0
371
715
2024-06-27T14:05:21Z
Creigor
7
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39d81b815637e1483ae5203b11f45baa854c1b67
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0
372
716
2024-06-27T14:05:48Z
Creigor
7
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47c9c934eb02bd27f6bda8750269a87ceadc28ef
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0
373
717
2024-06-27T14:06:03Z
Creigor
7
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98f75781d3e757b79c060368bcd7ce64ec0f8b4f
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0
374
718
2024-06-27T14:06:19Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
eef60ea70c834c93eb4d53f2f607d6769d3040e1
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0
375
719
2024-06-27T14:06:35Z
Creigor
7
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c5fadd55e3385d5010de9855f1f029f455a485d7
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0
376
720
2024-06-27T14:06:54Z
Creigor
7
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affbe9a8ee82635e82c2bc98b182dd245e43d6d7
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0
377
721
2024-06-27T14:07:08Z
Creigor
7
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99a637971129927604c9dac2c09b05fb450ecdf7
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0
378
722
2024-06-27T14:07:33Z
Creigor
7
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35891cb6a37b8462006a3ebc304abae2a0fc71c3
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0
379
723
2024-06-27T14:07:48Z
Creigor
7
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5e2a568fb174c013632769c32d4c60e58aa96a96
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0
380
724
2024-06-27T14:08:02Z
Creigor
7
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f0a796b7cc51b4c2267564da31eab3701526310a
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0
381
725
2024-06-27T14:08:17Z
Creigor
7
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99064d7cc9f1df3614975d8aec0504bebd6af2f7
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0
382
726
2024-06-27T14:08:34Z
Creigor
7
Created page with "🏀 Ready to Dominate the Court? 🏀 Unlock your full potential with 3pt Contest: Basketball Games Cheats! Whether you're looking for 3pt Contest: Basketball Games Generato..."
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bd9fe28910147e3a2304ed39d8c2f2a666b88a6d
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0
383
727
2024-06-27T14:08:55Z
Creigor
7
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90012a378ca778760d6f336b578b4e62692f461e
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0
384
728
2024-06-27T14:09:11Z
Creigor
7
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996c12cb3c2053d901d39d9d7c4de5a41f012865
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0
385
729
2024-06-27T14:09:26Z
Creigor
7
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a09bae6cffdbb3c4c5471ff79848275a65296380
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0
386
730
2024-06-27T14:09:42Z
Creigor
7
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35fd252779ae1b7be82e1d87a3de14ec6c7d400f
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0
387
731
2024-06-27T14:10:01Z
Creigor
7
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38ee6473b692d94ca57fc3e6fbbbae553be9a7b0
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0
388
732
2024-06-27T14:12:45Z
Creigor
7
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afb4ace611e42e8ef6e682506eee5568d0d0c648
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0
389
733
2024-06-27T14:13:23Z
Creigor
7
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d4527422dc66b8a1b40ce7d8c7c8b8ead78062a9
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0
390
734
2024-06-27T14:13:39Z
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7
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0
391
735
2024-06-27T14:13:57Z
Creigor
7
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f55f46a088d5dcd5aa7fca40660adb1a9cc2e590
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0
392
736
2024-06-27T14:14:15Z
Creigor
7
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0
393
737
2024-06-27T14:14:47Z
Creigor
7
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1990c5283543051541db5db25d67b6cd4e1e71ac
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0
394
738
2024-06-27T14:15:11Z
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7
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395
739
2024-06-27T14:15:33Z
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396
740
2024-06-27T14:15:48Z
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Strategy
0
397
741
2024-06-27T14:16:12Z
Creigor
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398
742
2024-06-27T14:16:36Z
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0
399
743
2024-06-27T14:16:51Z
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7
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0
400
744
2024-06-27T14:17:05Z
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7
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2758d4d372876986d2d5dda0ade130a73b6c9958
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401
745
2024-06-27T14:17:20Z
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580f5b0133ff7f3ddd83e1c7d462ab8ebcbe8149
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0
402
746
2024-06-27T14:17:35Z
Creigor
7
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0
403
747
2024-06-27T14:17:56Z
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404
748
2024-06-27T14:18:23Z
Creigor
7
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405
749
2024-06-27T14:18:38Z
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7
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406
750
2024-06-27T14:19:13Z
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0
407
751
2024-06-27T14:19:28Z
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0
408
752
2024-06-27T14:19:44Z
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409
753
2024-06-27T14:19:59Z
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7
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604a423d06a3ca49ecd39869530b20287c68d7d3
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0
410
754
2024-06-27T14:20:14Z
Creigor
7
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4564ef6811811dba0bc744599afc656070a4972a
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0
411
755
2024-06-27T14:20:28Z
Creigor
7
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452421af0a44b1b9fabcc65b54455da03a86b7e5
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0
412
756
2024-06-27T14:20:43Z
Creigor
7
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6b849584a5ed849bddcb4ecf7ca918424509839c
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0
413
757
2024-06-27T14:20:59Z
Creigor
7
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4cd00084514785ee7f734fdc5e7f1871409fc6b4
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0
414
758
2024-06-27T14:21:52Z
Creigor
7
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c9f4657937140924480ae0994b1f5b823a24c507
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0
415
759
2024-06-27T14:22:08Z
Creigor
7
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e2eda74c93e3ac81e48863324f29dfeaa23c1f97
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0
416
760
2024-06-27T14:22:26Z
Creigor
7
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66fe38c6256ee44a9eab801b06ac49e92b740ad9
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0
417
761
2024-06-27T14:22:43Z
Creigor
7
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1f46554412e709d6bbb027350bd86d3b05936765
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0
418
762
2024-06-27T14:23:00Z
Creigor
7
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4327e4a33d518bdae16fffe869c0f3c7d7f30f3f
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0
419
763
2024-06-27T14:23:17Z
Creigor
7
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c326ad868c3ff5305d895459ab00f6e5bf486453
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0
420
764
2024-06-27T14:23:32Z
Creigor
7
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1ce55195caa8150e8f37b4467b22581b745d8d48
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0
421
765
2024-06-27T14:23:49Z
Creigor
7
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f173a6dd1645788bb8792eb533b1ac01559dcb7d
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0
422
766
2024-06-27T14:24:05Z
Creigor
7
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81d15a0e856b142becde77734cf6e539b025c4df
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0
423
767
2024-06-27T14:24:22Z
Creigor
7
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a06f241527f0edccf732501aa6106f8ac607c54f
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0
424
768
2024-06-27T14:24:39Z
Creigor
7
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'''CLICK HERE TO GET > https://www.godmods.org/genv2024'''
b4de7eb2deceb3dbe99b9c45d294c82074f8d910
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0
425
769
2024-06-27T14:24:53Z
Creigor
7
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1b9d57b7b516cc20e2efdf26ec2e68eb6f54c9c5
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0
426
770
2024-06-27T14:25:09Z
Creigor
7
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3936133416427c04db33d411f538d5b62cc665cd
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0
427
771
2024-06-27T14:25:25Z
Creigor
7
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0
428
772
2024-06-27T14:25:44Z
Creigor
7
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6c8c4539967d0d18b7903fef7805e9b2f0310711
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0
429
773
2024-06-27T14:25:59Z
Creigor
7
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8bca1235d4cc7c96057764e340870dc6e7c999fe
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0
430
774
2024-06-27T14:26:18Z
Creigor
7
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6de53ed55c33a32cb6ff46522f748119acb52ae9
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0
431
775
2024-06-27T14:26:35Z
Creigor
7
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0
432
776
2024-06-27T14:26:50Z
Creigor
7
Created page with "🎮 Level Up Your Game with Pixel Fantasia: Idle RPG Cheats! 🚀 Hey, Pixel Fantasia warriors! Ready to dominate the game without breaking a sweat? Check out our latest Pix..."
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45f24edc964d669c25905c1bb5d82a9cd1defde5
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0
433
777
2024-06-27T14:27:10Z
Creigor
7
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267034654119c3dd3e2d50bb31c607325f269566
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0
434
778
2024-06-27T14:27:26Z
Creigor
7
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340cbb680ecdab8d832380faeac2665b97cb4426
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0
435
779
2024-06-27T14:27:42Z
Creigor
7
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41f87e9b45934bca05a4b75fc3204b129f92ebd9
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0
436
780
2024-06-27T14:28:02Z
Creigor
7
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328c3d3ded239c44860f300e35266a5af884f3a1
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0
437
781
2024-06-27T14:28:53Z
Creigor
7
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1e70f3efa978320745a47c7c9ede4416369bf9b2
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0
438
782
2024-06-27T14:29:08Z
Creigor
7
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95fc43c1c89c4fbda7dfd46643b94a489afcebd9
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0
439
783
2024-06-27T14:29:23Z
Creigor
7
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540f1327af2f260fffe249ad8738c034e26af543
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0
440
784
2024-06-27T14:29:38Z
Creigor
7
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295d2202065b14e0317113cadd1c2ad8a9654803
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0
441
785
2024-06-27T14:31:19Z
Creigor
7
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3e877a880f7cfdbc909e1fd54a3cbfcd5536a138
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0
442
786
2024-06-27T14:31:46Z
Creigor
7
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0
443
787
2024-06-27T14:32:11Z
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7
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d14349a3434ee3d89f007cd2b80bea7079a91504
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0
444
788
2024-06-27T14:32:45Z
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7
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b9ee6988cc38c6eda76053413b645910637a3425
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0
445
789
2024-06-27T14:33:05Z
Creigor
7
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897b14cb83a19e2664b09663db2778812728ecb7
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0
446
790
2024-06-27T14:33:31Z
Creigor
7
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5cd2daade7810b4621f52b3afcb01e1d102c6742
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0
447
791
2024-06-27T14:33:46Z
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7
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d81f0446ff90bc785b72eb635fac65aba73dfcbb
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0
448
792
2024-06-27T14:34:02Z
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7
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39d53cc14080efd604228ef0cf8dda5c5a8fe184
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0
449
793
2024-06-27T14:34:20Z
Creigor
7
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ee807818e4f76062b593bdfde372734e7f77cc9c
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0
450
794
2024-06-27T14:34:44Z
Creigor
7
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d000a73a39ea6c9708fbfc960f1869b3b62f8c16
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451
795
2024-06-27T14:35:00Z
Creigor
7
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ae19502a1314f16ed6c67165b51a99122aa49df0
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452
796
2024-06-27T14:35:16Z
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7
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453
797
2024-06-27T14:35:36Z
Creigor
7
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474e25e475a43dead1706c6c612773fba4e876fd
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0
454
798
2024-06-27T14:35:51Z
Creigor
7
Created page with "Unleash the Ultimate Crab Army with [Crab War Cheats]! Hey Crab Warriors! 🦀 Ready to dominate the depths? Dive into the ultimate gaming experience with [Crab War Cheats, C..."
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da9384653415fab837b5b4883468b85be59a9b5a
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0
455
799
2024-06-27T14:36:13Z
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7
Created page with "Level Up Your Game with Black Commando Cheats! 🎮 Ready to dominate the battlefield? With Black Commando Cheats and Black Commando Generator Currency, you'll have the upper..."
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b256c3c795bf623007f0fa71cf624d0a88eb80c5
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0
456
800
2024-06-27T14:36:29Z
Creigor
7
Created page with "Level Up Your Game with Dunidle: Pixel AFK Idle RPG Cheats! 🎮✨ Hey Gamers! Are you ready to dominate Dunidle: Pixel AFK Idle RPG like never before? 🚀 Unlock endless p..."
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880e6a1f80edf871a676668fa08ab5a788e94c34
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0
457
801
2024-06-27T14:36:45Z
Creigor
7
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99234d49cd17c3c37cc303649d880a3dc92b2ffe
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0
458
802
2024-06-27T14:37:06Z
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7
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2b46ff18a16f02cd717f725bb484f00a64c17d66
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0
459
803
2024-06-27T14:37:24Z
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7
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98d11111e426a9a7d1a74e8213c96ce566cd06ec
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460
804
2024-06-27T14:37:47Z
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7
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c2fc850a236efccddbf1bfc910ec0c573f6b2b4e
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0
461
805
2024-06-27T14:38:09Z
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7
Created page with "Ready to Dominate in Slime Battle? 🎮💥 Unleash your inner champion with [Slime Battle Cheats, Slime Battle Generator Currency, Slime Battle Cheats 2024, Slime Battle Che..."
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14712bbc3a3b4e2b384591db2a467e0b53cbbd06
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0
462
806
2024-06-27T14:38:25Z
Creigor
7
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d836dd5c3de5bc23c267e41d2a4c47a11f86d394
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0
463
807
2024-06-27T14:38:39Z
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7
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5128597febeeac987f6e4cadd5cf0e29acb727c6
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0
464
808
2024-06-27T14:38:54Z
Creigor
7
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a227084d9e4c11bcda05545ac774d10e20a24ec4
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0
465
809
2024-06-27T14:39:08Z
Creigor
7
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0
466
810
2024-06-27T14:41:40Z
Creigor
7
Created page with "Index of /Clients/3rd_Party"
wikitext
text/x-wiki
Index of /Clients/3rd_Party
3cb94910d287cd8b2c53249bf49487b9b7364700
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467
811
2024-06-27T14:42:32Z
Creigor
7
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UOSL Language Package
538a9972da4966a4bb6690660868f6b6fdf5bd95
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0
259
812
603
2024-06-27T14:43:21Z
Creigor
7
wikitext
text/x-wiki
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d62208126a3c516ab0bc3abb60265f4d6d5bf24d
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0
468
813
2024-06-27T14:43:30Z
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Objtoint - UODemo Wiki
3d887b0f1c97491fd20883cc5662c6d2a43f5276
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0
469
814
2024-08-07T16:39:36Z
Creigor
7
Created page with "🏈 Ready to Dominate Retro Bowl? 🏈 Hey, Retro Bowl fans! 🎮 Are you tired of grinding for coaching credits and coins? Say no more! Introducing the Retro Bowl Generator..."
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c647c2f28fbc1be59b328102a9992761554bebd5
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0
470
815
2024-08-07T16:41:01Z
Creigor
7
Created page with "🏈 Ready to Dominate Retro Bowl? 🏈 Hey, Retro Bowl fans! 🎮 Are you tired of grinding for coaching credits and coins? Say no more! Introducing the Retro Bowl Generator..."
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0
471
816
2024-08-07T16:41:43Z
Creigor
7
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25f770a1eb8a6dd4c5cdc68a31ef573042e39c95
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0
472
817
2024-08-07T16:42:03Z
Creigor
7
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473
818
2024-08-07T16:42:25Z
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7
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a0aa068eef56fdc30e7668e0aaace23ba7c25891
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474
819
2024-08-07T16:42:43Z
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7
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0
475
820
2024-08-07T16:43:34Z
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0da8dae96cc93769736ebbb426d2f9b5a44ba0be
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0
476
821
2024-08-07T16:43:53Z
Creigor
7
Created page with "Unlock the Ultimate Pet Master Experience! 🐾✨ Hey Pet Masters! Ready to take your game to the next level? With [Pet Master Generator, Pet Master Everything Everything Ev..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
4303983a203f02cf976d8414079ef24d9abe1820
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0
477
822
2024-08-07T16:44:11Z
Creigor
7
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4728edfc18b38ac8383034ee661a5c37a39aacdb
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0
478
823
2024-08-07T16:44:33Z
Creigor
7
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0db2b7fd654d79bd4ae7bb0b534da51e23ba24ef
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0
479
824
2024-08-07T16:45:36Z
Creigor
7
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145fcb02c21253505ea3eba8805641836c9093e5
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0
480
825
2024-08-07T16:46:03Z
Creigor
7
Created page with "Horse Haven World Adventures Generator: Your Ticket to Unlimited Fun! 🐴 Hey Horse Haven fans! 🌟 Ready to take your game to the next level? With the Horse Haven World Ad..."
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fe3f1327d51c1ad125ab758b2b8168cf28d2cae0
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0
481
826
2024-08-07T16:46:24Z
Creigor
7
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c6b33432a4de8fee56b5650721a7b7de87a695cf
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0
482
827
2024-08-07T16:46:43Z
Creigor
7
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9d498bafca80d1224ed69e85c7f32aa9164a421c
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0
483
828
2024-08-07T16:47:05Z
Creigor
7
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9387642c92f38688cb2bb88599ae36a05dedd987
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0
484
829
2024-08-07T16:47:23Z
Creigor
7
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1ebb609bcae3e678192cd28a97a58f9b00e71ef8
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0
485
830
2024-08-07T16:48:46Z
Creigor
7
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200b56fb35c69aa15c79b997ffb485467b9ac5b3
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0
486
831
2024-08-07T16:49:23Z
Creigor
7
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0
487
832
2024-08-07T16:49:45Z
Creigor
7
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17cd1a7b6432d7342eb71e31dec1ac434683e5a3
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0
488
833
2024-08-07T16:50:04Z
Creigor
7
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0
489
834
2024-08-07T16:50:24Z
Creigor
7
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0d6b366977ac316272bf199b691b07e3868082fb
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0
490
835
2024-08-07T16:50:45Z
Creigor
7
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16d6ab8e5b84bc2d39f3039505b653778669d305
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0
491
836
2024-08-07T16:51:07Z
Creigor
7
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0
492
837
2024-08-07T16:51:39Z
Creigor
7
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a08e0999b9df57fc2e8ded31770dbdcc12adf35e
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0
493
838
2024-08-07T16:52:00Z
Creigor
7
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174eb2075c97504f4e3b450f696451862590a7ea
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494
839
2024-08-07T16:52:19Z
Creigor
7
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c36b9da32429608abbd5a119cfa20d58979f3842
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0
495
840
2024-08-07T16:52:42Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
8d821f8990a7044349041ce89c64e3cb959962bc
Star Trek Fleet Command Cheats Generator Free 2024 in 5 minutes (New Cheats Generator Star Trek Fleet Command)
0
496
841
2024-08-07T16:54:42Z
Creigor
7
Created page with "🚀 Ready to Command the Stars? 🚀 Hey, Captains! 🌌 Are you ready to take your Star Trek Fleet Command game to the next level? With the Star Trek Fleet Command Generato..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
5a6247db67cd84e67d82b1c7c547b3ac54095950
Free Fishdom Enthusiasts Cheats Generator 2024 (updated Generator)
0
497
842
2024-08-07T16:55:05Z
Creigor
7
Created page with "🎮 Dive Into a Sea of Fun! 🎮 Hey Fishdom fans! 🐠 Are you ready to level up your game? Say hello to the ultimate Fishdom Enthusiasts Generator 2024! Whether you're lo..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
64b1c8b0578ff89a6851685243f6a3ccbaee7e44
Master RISK: Global Domination Cheats Generator Tested on iOS and Android (Latest Method)
0
498
843
2024-08-07T16:55:23Z
Creigor
7
Created page with "Ready to Rule the World? 🌍 Unlock your full potential with Master RISK: Global Domination Generator! Whether you're after unlimited gems, exclusive cheats, or the latest h..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
5fd3b3f9d410995f3aa57ae4e42c004ccfae97e1
Elevate Your Storypick Adventure Cheats Generator 2024 (WORKING IN 5 SECOND)
0
499
844
2024-08-07T16:55:42Z
Creigor
7
Created page with "Elevate Your Storypick Adventure with Unlimited Gems! Are you ready to take your Storypick Adventure to the next level? Our [Elevate Your Storypick Adventure Generator] is he..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
5fbb3833368360304a6289fbc61c06e4bd0446d9
Tuning Club Online Cheats Generator Unlimited IOS Android No Survey 2024 (FREE METHOD)
0
500
845
2024-08-07T16:56:00Z
Creigor
7
Created page with "Ready to Dominate Tuning Club Online? 🚗💨 Unlock your full potential with Tuning Club Online Generator 2024! Whether you're looking for Gold, Silver, or a mix of both, w..."
wikitext
text/x-wiki
Ready to Dominate Tuning Club Online?
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
53009b42bf51257c9d4eb2573d5691d71a7d9ed9
Monster Legends Cheats Generator Working Android Ios 2024 Cheats Generator (Newly Discovered)
0
501
846
2024-08-07T16:56:21Z
Creigor
7
Created page with "Unleash the Ultimate Power in Monster Legends! 🐉✨ Hey, Monster Legends fans! Ready to dominate the game like never before? Introducing the Monster Legends Generator 2024..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
333057dbecf36614cbf61de006dff9fc26a4f16e
Master Covet Fashion Cheats Generator Free 2024 No Verification Android iOS (tips codes)
0
502
847
2024-08-07T16:56:43Z
Creigor
7
Created page with "Unlock Your Fashion Potential with Master Covet Fashion Generator! ✨ Ready to shine like a fashionista? ✨ Introducing the ultimate tools for all Covet Fashion lovers! Wh..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
712b38f9da3deda01b89a27c26adf9357cb5d47e
NFS No Limits Cheats Generator iOS Android (Current 2024 Generator)
0
503
848
2024-08-07T16:57:02Z
Creigor
7
Created page with "🚗 Get Ahead in NFS No Limits with Our Ultimate Generator! 🚗 Hey Racers! 🏎️ Are you ready to dominate the streets of NFS No Limits? Our NFS No Limits Generator is..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
e1a81cc23faac68e00a5a2c73f34e7110eaafae7
Latest World War Heroes Cheats Generator 999K Gold Free 2024 in 5 minutes (Up To)
0
504
849
2024-08-07T16:57:21Z
Creigor
7
Created page with "Unlock Your Full Potential in World War Heroes! Hey, soldiers! Ready to dominate the battlefield in World War Heroes? 🪖💥 Introducing the World War Heroes Generator 202..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
6518020f7269ed6f4ba872cd71c021e265251d35
Airplane Chefs Cheats Generator Free 2024 (New)
0
505
850
2024-08-07T16:57:46Z
Creigor
7
Created page with "Ready to Take Your Airplane Chefs Game to New Heights? ✈️🍽️ Ever dreamt of being the top chef in the skies? Now you can with Airplane Chefs Generator 2024! 🚀..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
eba73ebc0a648c5176144011fff3bf0f82b261b2
Zoo 2: Animal Park Cheats Generator IOS Android No Verification 2024 (Tips Strategy)
0
506
851
2024-08-07T16:58:06Z
Creigor
7
Created page with "Are you ready to take your Zoo 2: Animal Park experience to the next level? 🚀 Unlock endless possibilities with Zoo 2: Animal Park Generator 2024! Get your hands on unlimi..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
982a782efcd010078a79295732efb3dba198acfc
Shadow of Death Cheats Generator IOS Android No Survey 2024 (Generator!)
0
507
852
2024-08-07T16:58:25Z
Creigor
7
Created page with "Unlock Ultimate Power in Shadow of Death! Hey, Shadow of Death warriors! 🚀 Ready to level up your game? Introducing the ultimate Shadow of Death Generator 2024! Get unlimi..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
ca80dc3d34aca28795251b62861d126a1e52810d
AdVenture Capitalist Cheats Generator 2024 Cheats Generator Tested On Android Ios (WORKING TIPS)
0
508
853
2024-08-07T16:58:44Z
Creigor
7
Created page with "Ready to Dominate AdVenture Capitalist? 🚀💰 Unlock the ultimate secrets with AdVenture Capitalist Generator 2024! Whether you need gold, cheats, hacks, or mods, we've go..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
e76fafc8f7473819d09a1893f28effa37cdb4f43
Best Fiends Cheats Generator 2024 for Android iOS (REAL Generator)
0
509
854
2024-08-07T16:59:06Z
Creigor
7
Created page with "Unlock Endless Fun with Best Fiends Generator! Hey Fiendish Friends! 🐌✨ Tired of running out of coins just when you're on the brink of victory? Say goodbye to those woe..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
8c568174f2d0f1c62d234641199692325f23c45f
Last Fortress Underground Cheats Generator iOS Android (WORKING Generator)
0
510
855
2024-08-07T16:59:27Z
Creigor
7
Created page with "Unlock the Ultimate Power in Last Fortress Underground! 🌟 Ready to dominate the game? 🌟 Discover the secrets with the Last Fortress Underground Generator 2024 and get..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
e307bc4e2801e323b3ca37b656725c7d1d3ef18a
Pokemon Quest Cheats Generator Unlimited Tickets No Jailbreak (Premium Orginal Generator)
0
511
856
2024-08-07T16:59:47Z
Creigor
7
Created page with "Level Up Your Game with Pokemon Quest Generator 2024! 🎮✨ Hey Trainers! 🕹️ Ready to take your Pokemon Quest skills to the next level? Look no further! Introducing th..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
3e537ca28afdf1a99ac66019df6835163f941ed0
Ace Fishing Cheats Generator Free 2024 in 5 minutes (successive Generator)
0
512
857
2024-08-07T17:00:09Z
Creigor
7
Created page with "🎣 Ace Fishing Enthusiasts, This One's for You! 🎣 Ready to reel in the big ones without breaking a sweat? Introducing the Ace Fishing Generator 2024! 🌊 ✨ Why You'l..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
9d06ba1462121e251799bee9f631d923592aa840
Jurassic World The Game Cheats Generator 2024 (Legal)
0
513
858
2024-08-07T17:00:29Z
Creigor
7
Created page with "Unleash Your Inner Dino Master with Jurassic World The Game Generator! 🦖 Ready to dominate Jurassic World The Game like never before? Our Jurassic World The Game Generator..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
136a38387752bce9c26829a50493692bd7ea21a7
Mastering Sunshine Island Cheats Generator 2024 (fresh strategy)
0
514
859
2024-08-07T17:00:49Z
Creigor
7
Created page with "Unlock the Ultimate Sunshine Island Experience! 🌞✨ Ready to take your game to the next level? Dive into the world of [Mastering Sunshine Island Generator, Mastering Suns..."
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text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
c256800f419a418c6b0862d8ba1d9f85fb607376
Moe Ninja Girls Cheats Generator Working (refreshed version)
0
515
860
2024-08-07T17:01:11Z
Creigor
7
Created page with "Unlock Unlimited Fun with Moe Ninja Girls! Hey Ninja Warriors! 🌸 Ready to elevate your game with the ultimate tools? Discover the power of Moe Ninja Girls Generator 2024 a..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
8ccf83e68c7651f8911d6eae4f7db5f00d36db1e
Rummy Rush Cheats Generator Android Ios 2024 Cheats Generator (improved version)
0
516
861
2024-08-07T17:01:30Z
Creigor
7
Created page with "🎉 Unleash the Ultimate Rummy Experience with Rummy Rush Generator 2024! 🎉 Hey Rummy enthusiasts! 🃏 Ready to take your game to the next level? Introducing the Rummy R..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
7243e89a240723dd613b847a809cb149b8fb0d33
Bowling Crew Cheats Generator 2024 Cheats Generator Tested On Android Ios (extra)
0
517
862
2024-08-07T17:01:48Z
Creigor
7
Created page with "🎳 Strike it Rich with Bowling Crew Generator! 🎳 Hey, Bowling Crew fans! Ready to bowl a perfect game? With Bowling Crew Generator 2024, you can get unlimited Golds and..."
wikitext
text/x-wiki
🎳 Strike it Rich with Bowling Crew Generator! 🎳
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
20e73dfb797225ff6598e857870209ac9d2f5970
Working House Flipper Cheats Generator Online (No Survey)
0
518
863
2024-08-07T17:02:09Z
Creigor
7
Created page with "🏡 Ready to Flip Your Way to Success? 🛠️ Unlock the ultimate House Flipper experience with House Flipper Generator 2024! Whether you're looking for House Flipper Cheat..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
d2397bb0bf8eba7198e98d2bcc195f057d7032bf
Zynga Poker Mastery Cheats Generator Ios and Android 2024 (Working Generator)
0
519
864
2024-08-07T17:02:32Z
Creigor
7
Created page with "Ready to Dominate Zynga Poker? Unlock the secrets of Zynga Poker Mastery with our ultimate Chips Chips Chips Generator! Whether you're looking for the latest 2024 Cheats, Hac..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
e3a0790c5b41839c2a576362b478a12b9df026b2
Fasted Way! For Free Love Island Cheats Generator Working 2024 Android Ios
0
520
865
2024-08-07T17:02:50Z
Creigor
7
Created page with "🌴 Dive into Love Island with Unlimited Fun! 🌴 Hey Love Island fans! 🏝️ Ready to spice up your game? Check out the Love Island Generator for 2024! 🎉 Get your han..."
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text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
beaf420c5c63450417f665e7f50dafcc79bbcdb2
Rick and Morty Pocket Mortys Cheats Generator 2024 Real Working (new method)
0
521
866
2024-08-07T17:03:11Z
Creigor
7
Created page with "🚀 Ready to Take Your Rick and Morty Pocket Mortys Game to the Next Dimension? 🚀 Hey Morty fans! 🛸 Tired of grinding for those elusive credits? Say no more! Introduc..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
4b0cb1cfa2e448803a1df9c6ded1ed65f4ba0901
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0
522
867
2024-08-07T17:03:32Z
Creigor
7
Created page with "🏀 Dominate the Court with Basketball Rivals Generator! 🏀 Hey Ballers! 🌟 Ready to take your game to the next level? With the Basketball Rivals Generator, you can scor..."
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text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
71f79362e9422c586eef0ad013fdb371c03df107
Bullet Echo Cheats Generator No Human Verification (Without Surveys)
0
523
868
2024-08-07T17:03:52Z
Creigor
7
Created page with "🚀 Unlock Your Full Potential in Bullet Echo! 🚀 Hey Bullet Echo fans! Ready to dominate the battlefield? With Bullet Echo Generator 2024 and Bullet Echo Bucks Bucks Buck..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
57f275b5a933a20cdf7d0316bb8fe3b70f175e59
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0
524
869
2024-08-07T17:04:18Z
Creigor
7
Created page with "Unlock Unlimited Power in Art of War 3! 🌟 Are you ready to dominate the battlefield with ease? Introducing the ultimate [Art of War 3 Generator, Art of War 3 Credits Credi..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
46f274a8c8525cfc0a1d05698855472dd02ded03
West Game Cheats Generator 2024 No Human Verification (Brand New)
0
525
870
2024-08-07T17:04:46Z
Creigor
7
Created page with "Get Ahead in West Game with Our Ultimate Generator and Cheats! 💥 Sick of waiting for gold and resources in West Game? 🚀 Check out our 2024 West Game Generator! 💎💰..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
c483c82c0e2952ff6df5d23a3996cb54348b427a
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0
526
871
2024-08-07T17:05:28Z
Creigor
7
Created page with "Ready to Dominate in Top Eleven 2024? Unleash your full potential with the ultimate Top Eleven 2024 Generator! Get unlimited tokens and crush the competition with ease. Wheth..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
83a8199b82856188080d69a7dd98e795a290863c
Sky Warriors Cheats Generator 2023-2024 (No Human Verification)
0
527
872
2024-08-07T17:05:49Z
Creigor
7
Created page with "Soar to New Heights with Sky Warriors Generator! Hey Sky Warriors! 🚀 Ready to dominate the skies like never before? Introducing the ultimate Sky Warriors Generator 2024! W..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
f282f5f78ed1ce25a7d0c72eea126e236670b862
Free Blockman GO Cheats Generator No Human Verification No Survey (Unused)
0
528
873
2024-08-07T17:06:08Z
Creigor
7
Created page with "🚀 Unlock Unlimited Fun with Blockman GO Generator! 🚀 Hey Blockman GO fans! 🎮 Ready to take your game to the next level? Introducing the Blockman GO Generator 2024..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
4dcc69d3dc410bbc1e100e70d0f41505cef0290a
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0
529
874
2024-08-07T17:06:27Z
Creigor
7
Created page with "Ready to dominate the pitch in EA Sports FC 24? ⚽️ Unlock unlimited potential with the EA Sports FC 24 Generator! Whether you need resources, cheats, or mods, we've got y..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
86467a73b56da7af895d28a467299bbef7566f5a
Conflict of Nations Cheats Generator 2024 Update (FREE)
0
530
875
2024-08-07T17:06:55Z
Creigor
7
Created page with "🎮Level Up Your Game With [Conflict of Nations Generator 2024]!🚀 Hey Commanders! Tired of grinding? Get ahead in your campaign with the ultimate [Conflict of Nations Gen..."
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text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
f71878a8ec4f922ea87cd9f92c286389d1f7e54b
True Surf Cheats Generator 2024 Edition Update (WORKS)
0
531
876
2024-08-07T17:07:14Z
Creigor
7
Created page with "🏄♂️ Ride the Ultimate Wave with True Surf Generator! 🌊 Hey Surf Enthusiasts! Ready to take your True Surf game to the next level? 🌟 Check out the True Surf Ge..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
e5902e618ddf452899f6f095671099b3e0327776
ONE PIECE Bounty Rush Cheats Generator without verification (Free)
0
532
877
2024-08-07T17:07:34Z
Creigor
7
Created page with "Sail the Grand Line with Unlimited Diamonds! Ahoy, Pirates! 🏴☠️ Ready to conquer the seas in ONE PIECE Bounty Rush? Get ahead with our ONE PIECE Bounty Rush Generat..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
73517522e4d8126d57e0cc43afdd536e784995b0
Easy! Unlimited Airline Commander Cheats Generator codes (GLITCH)
0
533
878
2024-08-07T17:07:53Z
Creigor
7
Created page with "Ready to Soar with Unlimited AC Credits? Hey, Airline Commander enthusiasts! 🚀✈️ Unlock the skies with the Airline Commander Generator 2024! Whether you're looking fo..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
a6dfd6308e9a5a7c165c02a4ce21b2beb359cd0d
Castle Crush Cheats Generator 2024-2024 (NEW-FREE!!)
0
534
879
2024-08-07T17:08:16Z
Creigor
7
Created page with "Unlock the Ultimate Power in Castle Crush! 🎮 Ready to dominate Castle Crush like never before? Say hello to the Castle Crush Generator 2024 and Castle Crush Gems Gems Gems..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
c47f1260986571bed94a580df420bcb1f4568755
Pokémon UNITE Cheats Generator 2024 (generator!)
0
535
880
2024-08-07T17:08:36Z
Creigor
7
Created page with "Ready to Dominate Pokémon UNITE? 🚀 Unlock unlimited potential with the Pokémon UNITE Generator 2024! Whether you're hunting for gems, cheats, or hacks, we've got everyth..."
wikitext
text/x-wiki
Ready to Dominate Pokémon UNITE? 🚀
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
428e2581f139678ad89370b3a2f79c5a073bcdd3
Crazy Fox Cheats Generator Fully Works No Survey Cheats Generator (2024)
0
536
881
2024-08-07T17:09:03Z
Creigor
7
Created page with "Unleash the Fun with Crazy Fox Generator 2024! Hey there, Crazy Fox fans! 🦊 Are you ready to take your game to the next level? Introducing the Crazy Fox Generator 2024 –..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
1443b63c9505e56c4638d0e3be407a77075a0dba
Mutants Genetic Gladiators Cheats Generator Unlimited Cheats Generator IOS Android 2024 (get codes)
0
537
882
2024-08-07T17:09:22Z
Creigor
7
Created page with "Unleash Your Inner Gladiator with Mutants Genetic Gladiators! Hey, Gladiators! 🌟 Are you ready to dominate the arena like never before? Dive into the ultimate experience w..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
15edc6877ff2836fc46ab0ab6a3632481342020e
ZombsRoyale.io Cheats Generator Android Ios 2024 Cheats Generator (free)
0
538
883
2024-08-07T17:09:40Z
Creigor
7
Created page with "Unlock Unlimited Fun with ZombsRoyale.io Gems! 💎 Hey ZombsRoyale.io warriors! Ready to dominate the battlefield like never before? Introducing the ZombsRoyale.io Generator..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
ed16cc093b9d2177b020c0ad4c83f238287d7d0b
Forest Island Cheats Generator Free Cheats Generator 2024 No Verification (Android iOS)
0
539
884
2024-08-07T17:10:00Z
Creigor
7
Created page with "🌲🌟 Unlock the Secrets of Forest Island! 🌟🌲 Hey, Forest Island adventurers! 🚀 Are you ready to take your game to the next level? Look no further! Introducing th..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
e1790ea47a17ea4b184989d87e6972730ee22363
Wolf Tales Cheats Generator (iOS Android 2024)
0
540
885
2024-08-07T17:10:20Z
Creigor
7
Created page with "Unleash the Power of the Pack with [Wolf Tales Generator] 🌕 Wolf Tales Generator 2024 is here to elevate your gaming experience! 🌕 Are you ready to dominate the wild?..."
wikitext
text/x-wiki
Unleash the Power of the Pack with [Wolf Tales Generator]
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
d72e7af62726a6818ee99098246caf6f5a591060
Free Generator F1 Clash Working Bucks Cheats (F1 Clash Generator)
0
541
886
2024-08-07T17:10:41Z
Creigor
7
Created page with "🚀 Rev up your engines, F1 Clash fans! 🚀 Are you ready to dominate the track and leave your rivals in the dust? 🏎️💨 With the [F1 Clash Generator, F1 Clash Bucks..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
73b77d0b933bb748f3b3b34b1eb4a00139c37570
Horse Riding Tales Gems Cheats IOS And Android No Verification Generator 2024 (fresh method)
0
542
887
2024-08-07T17:11:00Z
Creigor
7
Created page with "Saddle Up for the Ultimate Horse Riding Tales Experience! 🐴✨ Hey Horse Riding Tales fans! 🌟 Are you ready to gallop through the game like never before? Introducing t..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
b30852c780cb0ce1527feca42af1a91ea801a545
Big Farm Mobile Harvest Unlimited Generator Gold Cheats IOS And Android No Survey 2024 (free!!)
0
543
888
2024-08-07T17:11:20Z
Creigor
7
Created page with "🌾 Big Farm Mobile Harvest Fans, Rejoice! 🌾 Ready to take your farming game to the next level? Introducing the ultimate Big Farm Mobile Harvest Generator 2024! 🚜💨..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
afb4dbdc5a7704a6a9dc613f9144f0e6341dd92a
Working Generator Lightning Link Casino Coins Cheats Android Ios 2024 (HOT)
0
544
889
2024-08-07T17:11:41Z
Creigor
7
Created page with "🎰 Ready to Win Big at Lightning Link Casino? 🎰 Hey there, casino lovers! Are you tired of running out of coins just when you're on a winning streak? Say goodbye to thos..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
cfb7583625650bd81ed6b23446cf7dff260c3b01
Ninja Voltage Shinobite Cheats 2024 (re-designed)
0
545
890
2024-08-07T17:12:05Z
Creigor
7
Created page with "Unleash Your Inner Ninja with Ninja Voltage Generator 2024! Hey Ninjas! 🥷 Ready to dominate the battlefield with unlimited Shinobite? Look no further! Our Ninja Voltage Ge..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
4ace4c71e695df9cd5928322e753dc016d5a5ae7
Westland Survival Coins Cheats 2024 (rejuvenated cheats)
0
546
891
2024-08-07T17:12:23Z
Creigor
7
Created page with "Unleash the Wild West with Unlimited Coins! 🤑 Hey there, Westland Survival adventurers! 🌵 Ready to take your game to the next level? Introducing the Westland Survival G..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
ebab01b19011171fe336e16910fa19b8cf2f0d13
Nitro Nation Gold Cheats 2024 (Ios Android)
0
547
892
2024-08-07T17:12:47Z
Creigor
7
Created page with "🚗 Ready to Dominate the Tracks? 🚗 Hey there, Nitro Nation fans! 🌟 Unleash your full potential with our Nitro Nation Generator 2024! Whether you're looking for Gold..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
c07eb90eeb601752823bf1c258c60d58f7574ea6
"New Cheats" Snake Rivals Gems Cheats Free 2024
0
548
893
2024-08-07T17:13:08Z
Creigor
7
Created page with "🐍 Ready to Level Up Your Snake Rivals Game? 🐍 Hey, Snake Rivals fans! Are you tired of crawling at a snail's pace? 🚀 It's time to boost your game with Snake Rivals G..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
ea105540954b74a3d6ea059dfbf991f1fddcf3c6
Codes Free SuperStar JYPNATION Diamonds Cheats 2024 No Human Veryfication!!!
0
549
894
2024-08-07T17:13:27Z
Creigor
7
Created page with "🎉 Unlock Unlimited Fun with SuperStar JYPNATION! 🎉 Hey there, SuperStar JYPNATION fans! 🌟 Ready to take your game to the next level? Introducing the ultimate SuperSt..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
6bec61fa59f634dc15becb8abf71716bf3b36613
Free SuperStar SMTOWN Free Diamonds Cheats 2024 (Safe)
0
550
895
2024-08-07T17:13:46Z
Creigor
7
Created page with "🎉 Get Ready to Shine with SuperStar SMTOWN! 🎉 Hey SuperStar SMTOWN fans! 🌟 Tired of grinding for Diamonds? We've got you covered! Introducing the SuperStar SMTOWN Ge..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
3134fbc3a93c0ac1fd6f4ef8c305f09041578482
New Update: Puzzle Breakers Free Gems Cheats 2024 No Human Verification
0
551
896
2024-08-07T17:14:04Z
Creigor
7
Created page with "Unlock Unlimited Fun with Puzzle Breakers! Hey Puzzle Breakers fans! 🎉 Ready to take your game to the next level? Discover the ultimate Puzzle Breakers Generator 2024 and..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
28073fcddb4b1d47ead645d895027489c294b6cb
Legal* Free Cooking Madness Cheats Diamonds Generator No Human Verification 2024
0
552
897
2024-08-07T17:14:24Z
Creigor
7
Created page with "Calling All Cooking Madness Fans! 🍳🎉 Are you ready to take your culinary skills to the next level? Introducing the Cooking Madness Generator 2024 – your ultimate tool..."
wikitext
text/x-wiki
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
ea2649228b44e434c717961eb6544947e9b05d4b
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0
553
898
2024-08-07T17:14:41Z
Creigor
7
Created page with "Score Big with Football Strike Cheats & Hacks! ⚽️ Hey Football Strike fans! 🚀 Are you tired of grinding for resources? Say no more! With Football Strike Generator 2024..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
446886c16550e42bdbca82844491a94ad2d0bac7
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0
554
899
2024-08-07T17:15:01Z
Creigor
7
Created page with "🚀 Rev Up Your Racing Experience with F1 Mobile Racing Generator! 🚀 🏁 Are you ready to take your F1 Mobile Racing game to the next level? Our F1 Mobile Racing Generat..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
d2b249dac8445c8f0b6d05fc8e834e2d32e22adb
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0
555
900
2024-08-07T17:15:20Z
Creigor
7
Created page with "Unlock Endless Fun with Gossip Harbor! Hey Gossip Harbor fans! 🎉 Ready to take your game to the next level? Dive into our exclusive Gossip Harbor Generator 2024 and Gossip..."
wikitext
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
4311689d5e3504bd790914f29a1daac4c313df6e
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0
556
901
2024-08-07T17:16:23Z
Creigor
7
Created page with "Ready to Dominate the Poker Table? Unleash your inner card shark with Governor of Poker 3 Generator! 🎉 Whether you're looking for Chips, Gold or the latest 2024 Cheats, we..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
5d9d23891e1d5da0eb823c241886346d4289644f
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0
557
902
2024-08-07T17:16:43Z
Creigor
7
Created page with "Unlock the Secrets with Suspects Mystery Mansion! 🔍🏰 🎮 Dive into the thrilling world of Suspects Mystery Mansion and elevate your gameplay with our exclusive tools!..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
454f3cae6efc2717c58d4c43932aa3f0b5d4d079
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0
558
903
2024-08-07T17:17:02Z
Creigor
7
Created page with "Unlock Unlimited Fun with Manor Matters! Hey Manor Matters fans! 🎉 Ready to take your game to the next level? Discover the ultimate Manor Matters Generator and get endless..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
a5fcfb61c96582b24f45f852fd9cc746b226539d
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0
559
904
2024-08-07T17:17:26Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
eba9461516401313ce676155cb6f795aea86013e
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0
560
905
2024-08-07T17:17:50Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
114f2598e3b5435b2b8a66c6d686bf1a0d4faa2c
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0
561
906
2024-08-07T17:18:09Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
da0fa5ea72df0465e251d64890f097fd8e7f9be4
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0
562
907
2024-08-07T17:18:51Z
Creigor
7
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0
563
908
2024-08-07T17:19:28Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
4a7fbfa5e40bcccb604cf752cc0f849c980c32b6
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0
564
909
2024-08-07T17:19:47Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
705e68802abef459d885571a7fdf5f2815e2037c
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0
565
910
2024-08-07T17:20:07Z
Creigor
7
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baad8776c1e06be88171006be341eaf45aab8ec8
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0
566
911
2024-08-07T17:20:36Z
Creigor
7
Created page with "Unlock Your Ultimate Golf Game with WGT Golf Generator 2024! ⛳ Hey Golf Enthusiasts! 🌟 Ready to take your WGT Golf experience to the next level? Introducing the WGT Gol..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
bd6742f436e0647fa9753d5c8b7b8278c81ac78e
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0
567
912
2024-08-07T17:20:59Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
8745e37b90be0e72251c848eca3dcf7125da5c0d
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0
568
913
2024-08-07T17:21:35Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
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0
569
914
2024-08-07T17:21:55Z
Creigor
7
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d2a1f0367cd7b354152ca6c35afea6f072ff4d72
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0
570
915
2024-08-07T17:22:28Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
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0
571
916
2024-08-07T17:22:47Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
25913417437bcc659038363f4fdde5269918f8d8
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0
572
917
2024-08-07T17:23:06Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
ddc32c7a8fe6e08de66d05b309f110c1cc7a0f7e
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0
573
918
2024-08-07T17:23:25Z
Creigor
7
Created page with "Ready to Dominate in World Conqueror 4? Unlock endless possibilities with World Conqueror 4 Generator! Get your hands on unlimited medals and elevate your game to new heights..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
8ba726f5c8a4d35b85ad26ead8eaa56d32dd09c7
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0
574
919
2024-08-07T17:24:23Z
Creigor
7
Created page with "Unlock Unlimited Fun with Tabou Stories! Hey there, Tabou fans! 🌟 Want to dive deeper into your favorite stories without the wait? With Tabou Stories Generator 2024, you c..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
a199d5e3cfaeff68e0e62506ddbf894e4a9b837a
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0
575
920
2024-08-07T17:24:52Z
Creigor
7
Created page with "Ready to transform your Project Makeover experience? 🌟 Introducing the ultimate tool: Project Makeover Generator! Get unlimited gems and boost your game with ease. Say good..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
af00703234f189fa1149a4eaead09c2be01237f9
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0
576
921
2024-08-07T17:25:23Z
Creigor
7
Created page with "Unlock Unlimited Power in Road to Valor: Empires! Hey, gamers! 🎮 Ready to dominate the battlefield? With the Road to Valor Empires Generator and Road to Valor Empires Gems..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
263d6350799666297255bf483ae208573c677d21
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0
577
922
2024-08-07T17:26:08Z
Creigor
7
Created page with "Unlock Unlimited Fun with Rise of Cultures! 🌟 Ready to take your game to the next level? 🌟 Discover the ultimate Rise of Cultures Generator and get your hands on Gems..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
b243215090a6b026c9bce2e4d5e01eefd95ef499
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0
578
923
2024-08-07T17:26:54Z
Creigor
7
Created page with "Unleash Your Power with Saint Seiya Legend of Justice! 🌟 Saint Seiya Fans! 🌟 Ready to dominate the battlefield? 🚀 💎 Introducing the Saint Seiya Legend of Justice..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
028cd6c4b4ad029d2cfa3f407280f98518ddaa75
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0
579
924
2024-08-07T17:27:12Z
Creigor
7
Created page with "Build Your Dream City with TheoTown! 🚀 TheoTown Generator 2024 is here to supercharge your city-building experience! 🚀 💎 Unlock endless possibilities with TheoTown..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
8ab3c5183571cea4bbbe304e6dbc4c1a9b09bd0a
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0
580
925
2024-08-07T17:27:42Z
Creigor
7
Created page with "Unlock Your Ultimate Gaming Experience with DDTank Mobile! Hey, DDTank warriors! 🎯 Are you ready to take your gameplay to the next level? 🚀 Discover the ultimate tools..."
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08084e5f32a2b0dffe05094305585e83aa5cf195
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0
581
926
2024-08-07T17:27:59Z
Creigor
7
Created page with "🎉 Unlock Unlimited Fun with Mini Golf King! 🏌️♂️ Hey Mini Golf King fans! Are you ready to take your game to the next level? Introducing the Mini Golf King Gen..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
a9efd1d00e0ce6a63135eb5a6364c1a1100d490c
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0
582
927
2024-08-07T17:28:33Z
Creigor
7
Created page with "Unlock Unlimited Potential in Landlord GO! Hey, Landlords! 🏠 Ready to dominate the real estate world? With the Landlord GO Generator 2024, you can boost your game effortle..."
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
75f06203ae641abe70f8e6529f6e5e2914d566c3
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0
583
928
2024-08-07T17:28:54Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
e94a7594c272c52b2f2cd785f9101059463e8b37
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0
584
929
2024-08-07T17:29:13Z
Creigor
7
Created page with "Unlock Unlimited Gold in Kiss of War! Hey, Kiss of War fans! 🚀 Ready to dominate the battlefield? 🪖 Introducing the Kiss of War Gold Generator 2024 – your ultimate s..."
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476f21f64b0c25ce1c345892572b1d7f7b1ae391
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0
585
930
2024-08-07T17:29:34Z
Creigor
7
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'''CLICK HERE TO GET > https://www.wikicheat.org/genv2024'''
f81b5f7e8f3997ab0d93b8a06ae6fb49b41b0644
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0
586
931
2024-08-07T17:29:52Z
Creigor
7
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e0233f52c827a28244e8259476e5f1e738401220
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0
587
932
2024-08-07T17:30:49Z
Creigor
7
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00d2c05569ac5f84352231b64b19b7ea4d2f307f
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0
588
933
2024-08-07T17:31:08Z
Creigor
7
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97f482becce209654937a83f8f856c49371f55e0
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0
589
934
2024-08-07T17:31:30Z
Creigor
7
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2b874a7f0c5fb02147821d6519241f374448cc65
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0
590
935
2024-08-07T17:31:54Z
Creigor
7
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0
591
936
2024-08-07T17:32:47Z
Creigor
7
Created page with "Unleash the Power of Slime! 🐍✨ Dive into the ultimate gaming experience with Legend of Slime Generator! Whether you're after endless gems, epic cheats, or the latest mod..."
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d372bcb532b939d9ef6461e9a6795689e7f78fab
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0
592
937
2024-08-07T17:33:12Z
Creigor
7
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